98
Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO GAMES CONTEXT. [Dissertation (University of Nottingham only)] (Unpublished) Access from the University of Nottingham repository: http://eprints.nottingham.ac.uk/26206/1/1st_page.pdf Copyright and reuse: The Nottingham ePrints service makes this work by students of the University of Nottingham available to university members under the following conditions. This article is made available under the University of Nottingham End User licence and may be reused according to the conditions of the licence. For more details see: http://eprints.nottingham.ac.uk/end_user_agreement.pdf For more information, please contact [email protected]

Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  • Upload
    others

  • View
    3

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO GAMES CONTEXT. [Dissertation (University of Nottingham only)] (Unpublished)

Access from the University of Nottingham repository: http://eprints.nottingham.ac.uk/26206/1/1st_page.pdf

Copyright and reuse:

The Nottingham ePrints service makes this work by students of the University of Nottingham available to university members under the following conditions.

This article is made available under the University of Nottingham End User licence and may be reused according to the conditions of the licence. For more details see: http://eprints.nottingham.ac.uk/end_user_agreement.pdf

For more information, please contact [email protected]

Page 2: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

 

   

 

 

CHAPTER  1   INTRODUCTION.................................................................................................... 1  1.1   RESEARCH  OBJECTIVES..........................................................................................................................1  1.2   RESEARCH  QUESTIONS ..........................................................................................................................1  1.3   DISSERTATION  STRUCTURE ..................................................................................................................2  

CHAPTER  2   INDUSTRY  RESEARCH  CONTEXT .................................................................... 3  2.1   INTRODUCTION .......................................................................................................................................3  2.2   INDUSTRY  OVERVIEW.............................................................................................................................3  2.3   VIDEO  GAME  GENRES .............................................................................................................................4  2.3.1   Role-­playing  games  (RPG’s)......................................................................................................4  2.3.2   Strategy  games...............................................................................................................................5  2.3.3   Sports  games ...................................................................................................................................6  

CHAPTER  3   LITERATURE  REVIEW ........................................................................................ 7  3.1   INTRODUCTION .......................................................................................................................................7  3.2   CUSTOMER  VALUE  CHARACTERISTICS................................................................................................8  3.3   CUSTOMER  VALUE  HIERARCHY ........................................................................................................10  3.4   THE  IMPORTANCE  OF  CUSTOMER  VALUE  FOR  COMPANIES ..........................................................12  3.5   CUSTOMER  VALUE  AS  A  MULTI-­‐DIMENSIONAL  CONSTRUCT ........................................................16  3.6   HOLBROOK’S  TYPOLOGY  OF  CUSTOMER  VALUE ............................................................................18  3.7   SMITH  AND  COLGATE’S  CUSTOMER  VALUE  CREATION  FRAMEWORK .........................................22  3.8   VALUE  CO-­‐CREATION ..........................................................................................................................25  3.8.1   The  evolution................................................................................................................................ 25  3.8.2   Value  co-­creation  in  video  games ....................................................................................... 26  

3.9   SUMMARY..............................................................................................................................................28  CHAPTER  4   RESEARCH  METHODOLOGY ...........................................................................30  4.1   INTRODUCTION ....................................................................................................................................30  4.2   RESEARCH  PARADIGM ........................................................................................................................30  4.3   RESEARCH  METHOD ...........................................................................................................................32  4.3.1   Strengths  and  weaknesses  of  the  method  selected ...................................................... 32  4.3.2   Sampling ........................................................................................................................................ 33  4.3.3   Research  instrument  design .................................................................................................. 34  4.3.4   Measurements.............................................................................................................................. 36  4.3.5   Difficulties  and  limitations..................................................................................................... 42  

4.4   SUMMARY..............................................................................................................................................43  CHAPTER  5   ANALYSIS  AND  FINDINGS................................................................................44  5.1   INTRODUCTION ....................................................................................................................................44  5.2   EXPLORATORY  FACTOR  ANALYSIS ...................................................................................................44  5.2.1   Test  results .................................................................................................................................... 44  5.2.2   Interpretation .............................................................................................................................. 46  

5.3   RELIABILITY  ANALYSIS.......................................................................................................................47  5.4   VALUE  DIMENSIONS ............................................................................................................................48  5.5   REGRESSION  ANALYSIS .......................................................................................................................48  5.5.1   Test  results .................................................................................................................................... 48  5.5.2   Interpretation .............................................................................................................................. 50  

5.6   VALUE  PERCEPTIONS  ACROSS  GAMING  LEVELS ..............................................................................50  5.6.1   Overall  value  and  playtime .................................................................................................... 50  5.6.2   Cost/Sacrifice  value  and  playtime ...................................................................................... 52  

Page 3: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

5.6.3   Emotional  value  and  playtime.............................................................................................. 54  5.7   VALUE  PERCEPTIONS  ACROSS  PREFERRED  GENRE ........................................................................56  5.7.1   Cost/Sacrifice  value................................................................................................................... 57  

5.8   LIMITATIONS  AND  SUMMARY............................................................................................................59  CHAPTER  6   CONCLUSION  &  FUTURE  RESEARCH............................................................61  6.1   CONCLUSION.........................................................................................................................................61  6.2   DIRECTIONS  FOR  FUTURE  RESEARCH...............................................................................................62  

 

Page 4: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  1  

 

CHAPTER  1 INTRODUCTION  

1.1 Research  objectives  

The  aim  of  this  research  is  to  identify  a  multidimensional  measurement  of  

value   in   the   video   games   context.   Since   research   regarding   value   in   the   video  

games   context   is   extremely   limited   this   paper   is   a   small   step   towards  

indentifying  how  the  value  concept  is  formed  in  the  gamer’s  mind.  

Additionally  the  author  will  make  an  effort  to  explore  whether  some  value  

dimensions  more  important  than  others  in  determining  the  overall  value  gamers  

perceive.  

This  research  project  will  attempt  to  explore  how  overall  value  perceptions  

as   well   as   the   underlying   value   dimensions   change   with   respect   to   different  

customer  segments  defined  by  usage  time  as  well  as  game  genre  preferences.  

 

 

 

 

1.2 Research  Questions  

• What  are  the  underlying  value  dimensions  in  the  video  games  context?  

• Are  some  dimensions  more  important  than  others  for  gamers?    

• Do  value  dimensions  vary  across  different  game  genres?  

• Do  value  dimensions  vary  across  different  gaming  playtimes?  

Page 5: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  2  

 1.3 Dissertation  structure  

This  paper  will  be  divided  into  6  chapters  as  indicated  below:      Chapter  1  makes  an  introduction  to  the  project,  indicates  the  objectives  of  this  

study  and  briefly  presents  the  methodology.  

Chapter  2  will  provide  information  about  the  video  games  industry,  involving  its  

size  and  recent  trends.  

Chapter  3  will  review  the  literature  related  to  customer  value  and  its  importance  

as  well  as  the  underlying  value  dimensions.    

Chapter  4  will  present  the  research  methodology  that  will  be  followed  in  this  

project.  

Chapter  5  will  provide  the  findings  and  the  analysis  of  the  results.  

Chapter  6  will  conclude  the  project  and  will  also  present  some  recommendations  

for  future  research.  

Page 6: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  3  

 

CHAPTER  2 INDUSTRY  RESEARCH  CONTEXT  

2.1 Introduction  

In  order  to  be  able  to  apply  a  value  framework  in  the  video  game’s  industry  

it  is  imperative  to  understand  the  current  state  of  the  industry,  including  resent  

trends,   the  evolution  it  has  gone  through  during  the  past  years  as  well  as  basic  

descriptions  of  video  game  genres  that  are  central  to  this  research.  

2.2 Industry  overview  

According   to   Euromonitor   (2011)   in   the   video   games   software   industry,  

sales  account  for  the  stunning  31,1  billion  dollars.  What  is  more  fascinating  is  the  

fast  pace  this  industry  has  been  growing  given  that  the  2006  equivalent  was  20,7  

billion   indicating   almost   50%   increase.     The   same   report   indicates   that   even  

though  the  beginning  of  recession  in  2008  has  affected  the  industry  minimizing  

its  growth  rate,  the  trend  towards  cocooning  intensified  and  people  preferred  to  

spend  time  at  home  resulting  in  a  boost  in  sales  from  2010-­‐2011.  As  such,  casual  

gaming  levels  have  seen  an  increase  across  all  ages.  According  to  Entertainment  

Software  Association  (2012),  one  of  the  key  factors  that  supported  the  growth  of  

the  video  games  industry  in  the  past  few  years  was  the  fact  that  the  profile  of  the  

average  gamer  have  broadened  significantly  moving  away  from  the  young  male  

stereotype   and   nowadays   includes   more   females   as   well   as   older   consumer.  

Video  games  in  general  are  becoming  more  popular  among  families  as  well.  That  

being  said,  video  game  companies  in  order  to  remain  competitive  and  attract  the  

increasing   numbers   of   new   customers,   should   learn   how   to   relate   and   serve  

them  developing  appropriate  value  propositions.    

Page 7: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  4  

Euromonitor,   (2011)   also   reports   that   expenditure   on   video   games   has  

significantly  increased  as  a  proportion  of  annual  disposable  income  from  0.11%  

in   2004   to   0.18%   in   2009   globally   and   this   trend   is   set   to   see   this   proportion  

reach  0.30%  by  2014.      

A  major   trend   in   the   video   game   industry   is   the   increasing   popularity   of  

multiplayer   functions   of   video   games,   as   players   increasingly  want   to   interact  

with  other  people  either  through  the  Internet  or  mobile  networks.    

One  of   the   important  challenges   the  video  games   industry   is   facing   is   the  

ongoing  struggle  against  piracy.  A  study  published  by  Computer  Entertainment  

Suppliers  Association  back  in  2010  indicated  that  for  the  years  2005-­‐2010  video  

games   piracy   has   cost   the   handheld   video   game   industry   approximately   45  

billion  dollars  without  counting  peer  to  peer  downloads  (Mcvuk,  2010).  

 

 

2.3 Video  game  genres  

This   section   familiarizes   the   reader  with   some  of   the  most  popular  video  

game  genres  as  well  as  their  main  characteristics  so  that  the  analysis  in  the  later  

section   can  make   sense.   In   general   the   classification   is   based   on   the   gameplay  

interaction  rather  than  the  actual  narrative  or  visual  specifications  of  the  game.  

There  are  few  exceptions  though  such  as  racing  or  sports  games.    

2.3.1 Role-­playing  games  (RPG’s)  

Given  the  abstraction  of  the  term  (the  fact  that  the  user  will  “play  a  role”)  

many  people  misinterpret  the  notion  of  such  games.  In  essence  this  type  of  video  

game   requires   the  player   to   create   a   character   that  will   interact  with   a   virtual  

Page 8: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  5  

world.   A   specific   type   of   RPG’s   made   a   breakthrough   during   the   90’s   the  

Massively  multiplayer  online  role-­‐playing  games  (MMORPG’s).  Supported  by  the  

immense   growth   of   Internet   and   broadband   speed   this   sub-­‐category   has  

dominated  the  entire  category  ever  since.  The  majority  of  MMORPG’s  require  the  

user   to  bay  a  monthly   fee   (subscription)   in  order   to  play   although   lately  more  

free   to   play   RPG’s   are   developed.   It   is   notable   that   the   MMORPG   World   of  

Warcraft   is   the  most  popular  RPG   in   the  world  and  as  of  2008  holds  a  Guiness  

record  since  it  holds  more  than  60%  of  the  subscription  based  market.  The  game  

currently  counts  about  10  million  subscribers.    

2.3.2 Strategy  games  

In  strategy  games  the  player  commands  a  number  of  different  characters  

in   multiple   locations   on   a   grid-­‐based   map   in   which   different   missions   or  

scenarios  take  place  and  require  the  user  to  perform  specific  tasks.  These  games  

usually   require   planning   and   thinking   skills   in   order   to   achieve   the   required  

goals.   A   notable   thing   about   this   category   is   the   fact   that   the   titles’   popularity  

lasts  for  a  significant  period  of  time.  People  who  like  these  types  of  games  tend  to  

stick  with   them   for   a   longer   period   of   time   and   this   specific   genre   titles   enjoy  

bigger   product   life   cycles.   Indicative   examples   of   the   above   claim   are   the  

Warcraft  or  Age  of  Empires  strategy  series.    Strategy  games  accounted  for  27.6&  

of  unit  sales  in  the  US  for  2011  acording  to  Entertainment  Software  Association  

(2012).  Starcraft  2  was  ranked  as  the  3rd  top  selling  game  of  2011  in  the  US  and  

what  is  worth  mentioning  is  that  this  sequel  was  launched  11  years  after  the  first  

title  which  some  gamers  still  play  today.  

Page 9: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6  

2.3.3 Sports  games  

The   term   in   this   case   is   self-­‐explanatory   as   these   types   of   games   relate   to   a  

specific  sport  or  group  of  sports.  Notable  examples   include   football,  basketball,  

tennis  or  Olympic  sports  games  etc.  The  majority  of  game  titles   that   fall   in   this  

category   are   being   updated   on   a   yearly   basis   through   newer   version   releases  

with   updated   content   and   features.   Interestingly   enough   this   category,   apart  

from  the  usual  gamers,  attracts  people  who  do  not  enjoy  video  games  in  general,  

but  their  affiliation  with  one  or  more  sports  has  attracted  them  into  playing.    

Page 10: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  7  

CHAPTER  3 LITERATURE  REVIEW  

3.1 Introduction  

 Value  has  been  an  essential  concept  in  marketing  since  its  very  beginning  

because  of   its   linkage  with   the  process  of  exchange,  once   lying   in   the  centre  of  

marketing   thought,   in  which   according   to   Bagozzi   (1975)   two   parties   interact  

exchanging  something  of  value  to   the  one  party  with  something  of  value  to   the  

other  one.  This  remains   in   line  with  the  Kotler’s  (1991)  view  of  marketing  as  a  

process  that  leads  and  facilitates  exchanges  between  parties.  By  taking  a  look  at  

the  latest  definition  of  marketing  by  the  American  Marketing  Association  (AMA),  

we  can  easily  identify  the  prominent  role  value  plays  in  the  marketing  concept.  

According   to   AMA,   “Marketing   is   an   organizational   function   and   a   set   of  

processes   for   creating,   communicating,   and   delivering   value   to   customers   and  

for  managing  customer   relationships   in  ways   that  benefit   the  organization  and  

its   stakeholders.”  From  the  above  definition  we  can  assume   that  defining  what  

constitutes  value   for   the  customers  as  well  as  how  this  value   is  created  and   its  

effects  on  the  way  consumers  behave,  is  vital  in  marketing  practice.  As  Smith  and  

Colgate   (2007,   p.   7)   argue,   marketing’s   goal   is   “to   achieve   personal  

organizational   and   societal   objectives   by   creating   superior   customer   value   for  

one  or  more  market   segments  with   a   sustainable   strategy”.   In   this   chapter   the  

different  attempts  to  define  and  conceptualize  customer  value  which  stem  from  

different   streams   of   the   literature,   together   with   the   dimensions   proposed   by  

various  authors  will  be  presented  and  reviewed.    

Page 11: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  8  

 

3.2 Customer  Value  Characteristics  

The  concept  of  customer  value  is  seen  as  one  that  is  hard  to  conceptualize  

and   several   authors   have   stressed   out   the   reasons   for   that,   including   but   not  

limited   to   the   ambiguity   of   the   concept   and   the   difficulties   in   measuring   it  

(Khalifa,  2004;  Wang  et  al.,  2004;  Woodruff,  1997;  Zeithaml,  1988).  As  such  this  

area   of   research   appears   to   be   highly   fragmented.   An   early   attempt   to  

conceptualize  customer  perceived  value  was  made  by  Zeithaml,  (1988).  Her  first  

observation   regarding   customer   value   is   something   supported   by   the   views   of  

most   -­‐if   not   all-­‐   recent   authors   (see,   for   example,   Gronroos,   1997;   Holbrook,  

1994,  1996,  2005,  2006;  Ravald  and  Gronroos,  1996;  Smith  and  Colgate,  2007;  

Woodruff,   1997)   and   is   the   fact   that   the   concept   is   highly   personal   and  

subjective.   She   further   argues   that   even   though   some   respondents   in   her  

research   stressed   out   similar   indicators   for   the   quality   of   the   offerings   under  

study,   the   value   extracted   was   defined   somehow   differently.   According   to  

Zeithaml   (1988,   p.   14)   perceived   customer   value   is   “the   consumer’s   overall  

assessment  of   the  utility  of  a  product  based  on  perceptions  of  what   is  received  

and   what   is   given”.   Her   work   describes   perceived   customer   value   as   a   one-­‐

dimensional  construct  with  a  strong  degree  of  measurability  emphasizing  on  the  

concept’s  trade-­‐off  nature.  In  conceptualizing  perceived  value,  the  early  work  of  

Dodds   and   Monroe   (1985)   which   was   based   on   Gutman’s   (1982)   means-­‐end  

chain  model       –initially  developed   in  order   to  describe  how  consumer’s   values  

influence   their   buying   behavior   by   explaining   how   consumers   use   information  

about   products;   created   the   base   upon   which   Zeithaml   (1988)   developed   her  

theory.   Dodds   and   Monroe   (1985)   attempted   to   conceptualize   and  

Page 12: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  9  

operationalize   perceived   value   by   using   perceived   quality   and   price   and  

conclude  that   the  concept  can  be  represented  as  a   trade-­‐off  between  perceived  

quality  and  sacrifice.  Zeithaml’s  (1988)  conceptualization  of  value  included  more  

than  one  definition  based  on   the   responses  of   the  participants   in  her   research,  

namely,  value  as  low  price,  value  as  whatever  the  customer  wants  in  a  product,  

value   as   the   quality   consumers   get   for   the   price   they   pay   and   finally   value   as  

what   the   consumer   gets   for   what   he   gives.   These   four   definitions   were   put  

together  to  construct  the  general  definition  quoted  above.    

Page 13: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  10  

 

3.3 Customer  Value  Hierarchy  

Other   authors   (for   example,   Holbrook   1996,   2006;   Sheth   et   al.,   1991;  

Woodruff   and   Gardial   1996;   Woodruff,   1997)   argued   that   Zeithaml’s   (1988)  

approach   to   perceived   value   is   narrow   and   characterise   the   concept   as  multi-­‐

dimensional  claiming  that  by  measuring  it   in  the  way  she  posits,  assuming  that  

price   and  quality   are   antecedents   and  not   sub-­‐components  of   value,   important  

characteristics  of  its  notion  are  neglected.  Authors  such  as  Parasuraman  (1997)  

and  Sánchez-­‐Fernández  and  Iniesta-­‐Bonillo  (2007)  also  comment  that  given  the  

complexity,   abstraction   and   multidimensionality   of   the   concepts   used   by  

Zeithaml   (1988)   (perceived   price   and   quality)   and   other   authors   who   adopt  

similar   approaches   in   order   to   conceptualize   perceived   value,   the   construct   of  

value  cannot  be  that  simple.  More  specifically,  Woodruff   (1997,  p.  142)  defines  

customer  value  as  “a  customer’s  perceived  preference  for  and  evaluation  of  those  

product   attributes,   attribute  performances,   and   consequences   arising   from  use  

that   facilitate   (or   block)   achieving   the   customer’s   goals   and   purposes   in   use  

situations”.   It   is   clear   that   the   author   does   not   emphasize   on   the   trade-­‐off  

element   as   Zeithaml   did   and   his   definition   can   be   considered   broader.    

Complementary   to   this   definition,  Woodruff   and   Gardial   (1996)   and  Woodruff  

(1997)  propose  a  customer  value  hierarchy  model  (Figure  1)  which  stems  from  

the  means-­‐end  model  Gutman  (1982)  introduced,  in  order  to  work  as  a  guide  for  

better  understanding  customer  value.    

Page 14: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  11  

 

Figure  1;  Woodruff  and  Gradial  (1996);  Woodruff  (1997)  

   

As   seen   above,   in   the   bottom   of   the   hierarchy   lie   the   desired   product  

attributes  and  attribute  performances.  On  top  of   them  desired  consequences   in  

use  situations  are  placed  and   finally  customer’s  goals  and  purposes  are  shown.  

The   model   tries   to   depict   the   way   customer’s   goals   inform   the   desired  

consequences  customers  seek  in  use  situations  and  in  turn  how  these  preferred  

consequences   guide   customers’   preferences   of   product   attributes   and   product  

attribute  performances.  It  is  important  that  the  model  works  in  a  vice  versa  way,  

in   the   sense   that   when   consumer’s   evaluate   product   attributes   and   attribute  

performances,   they   try   to   link   them   with   the   consequences   that   are   likely   to  

result,   and   in   turn   the   goals   they   will   achieve   when   the   consequences   occur.  

Woodruff  and  Gardial  (1996)  and  Woodruff  (1997)  further  argue  that  according  

to  their  model,  evaluation  takes  place  in  all  three  different  levels  and  consumers  

can   be   more   or   less   satisfied   in   any   of   the   three.   Additionally,   standards   and  

preferences  seem  to  be  more  stable  towards  the  top  of  the  pyramid  (Fernández  

and   Iniesta-­‐Bonillo,   2007;   Parasuraman,   1997;   Woodruff,   1997).   The  

relationship  between  value  and  satisfaction  is  also  expressed  with  desired  value  

working  as  a  guide  for  when  consumers  form  perceptions  about  how  an  offering  

Page 15: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  12  

performed  in  an  actual  use  situation.  Finally   it  has  been  posed  that  value  has  a  

dynamic  character,   in  other  words  it  changes  over  time  as  people’s  perceptions  

and   preferences   change   and   the   value   they   get   from   the   same   offering   in   two  

separate   use   situations   (Holbrook,   1996,   2006;   Ledden   and   Kalafatis,   2010;  

Parasuraman,  1997;  Woodruff,  1997).  

 

 

 

3.4 The  importance  of  customer  value  for  companies  

  Woodruff   (1997)   explicitly   stated   the   importance   of   superior   customer  

value  in  assisting  a  company  in  gaining  a  competitive  advantage  and  performing  

better  than  its  rivals.  McDougall  and  Levesque  (2000)  also  pronounced  this  view  

as  their  research,  which  took  place  in  a  service  context,  has  shown  that  perceived  

customer   value   constitutes   a   customer   satisfaction   determinant.   In   turn  

satisfaction   is  believed   to  be  one  of   the  major  determinant  of   customer   loyalty  

supporting  the  above  claim  even  further  (Heskett  et  al.,  1994).  In  addition  a  clear  

link   between   perceived   customer   value   and   the   customer’s  willingness   to   buy  

has   been   posed   by   Dodds   et   al.   (1991)   and   also   confirmed   by   Sweeney   et   al.  

(1999)  in  their  empirical  research  taking  place  in  a  retail  setting  with  respect  to  

durable   consumer   electronics.   Finally   it   is   believed   that   offering   superior  

customer   value   has   a   direct   effect   on   customer   loyalty   (Khalifa,   2004).   The  

examples   mentioned   above   illustrate   the   indirect   link   between   perceived  

customer  value  and   the  prosperity  of  a   firm.  Moreover  Woodruff   (1997)  noted  

the   inability   that   companies   exhibit   in   changing   their   focus   from   internal   to  

external   sources   in   seeking   for   it   and  he   also  proposed   that   there   is   a   gradual  

Page 16: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  13  

shift   from   quality  management   as   a  means   of   gaining   a   competitive   edge   to   a  

more   external   orientation   that   focuses   on   understanding   what   do   customers  

value  and  guides  a  firm  in  creating  that  value.  Ravald  and  Gronroos  (1996)  also  

support  this  view  and  they  highlight  that  one  way  that  companies  can  manage  to  

adopt  such  an  external  orientation   is  by   trying  to  understand  the  sacrifices   the  

customer  is  required  to  make  -­‐including  but  no  limited  to  the  monetary  ones-­‐  in  

order   to   acquire   an   offering,   thus   forcing   them   to   look   at   things   from   the  

customer’s  perspective.  As  they  point  out   lowering  the  effect  of  those  sacrifices  

have  on  the  customer  will  eventually  result  in  a  higher  level  of  value  considering  

of   course   the   trade-­‐off   nature   of   value   expressed   by   Zeithaml   (1988).     It   is  

believed  though,  that  in  order  for  a  company  to  compete  in  value  and  adopt  such  

an   orientation,   solid   understanding   of  markets   and   customers   is   required   and  

needs   to   be   translated   into   actionable   plans   which   will   inform   and   guide  

business   operations   (R&D,   distribution,   advertising)   (Huber   et   al.,   2001;  

Woodruff,  1997).  Prerequisites  for  the  companies  who  want  to  outperform  their  

competitors   in   the   above  process   are   the   “tools   of   customer   value”   (Woodruff,  

1997,  p.  140)  which  will  facilitate  the  marrying  of  internal  quality  management  

capabilities  with  strategies  that  are  in  line  with  consumers’  perceptions  of  value  

(Burns  and  Woodruff,  1992;  Woodruff,  1997).  

  Despite   the   fact  Woodruff   and   Gardial’s   (1996)   and  Woodruff’s   (1997)  

definition   of   perceived   value   is  more   comprehensive,  Woodruff   (1997)   argues  

that   in   order   for   the   concept   to   be   operationalized   using   their   construct,  

organizations  need  to  remove  barriers  that  block  the  employability  of  it,  ranging  

from   cultural   and   procedural   to   managerial   learning   barriers.   In   essence,  

organizations  need  to  adapt  and  change  their  processes  and  structure  in  order  to  

Page 17: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  14  

allow  useful   information   related   to   value   to   guide   them  and  make  good  use  of  

that   information.   Parasuraman   (1997)   posits   that   in   order   to   facilitate   the  

operationalization  Woodruff’s  (1997)  construct  and  allow  companies  to  measure  

accurately  and  efficiently  this  type  of  marketing  intelligence,  and  translate  it  into  

actionable  strategy,  customers  should  be  segmented  into  four  types,  namely:  first  

time  customers,  short-­‐term  customers,   long-­‐term  customers  and  defectors.  The  

reason  for  that  according  to  his  claims  is  the  dynamism  characterising  customer  

value,  as  noted  previously,  since  customer’s  requirements  are  likely  to  change  as  

they  progressively  turn  into  long  term  users  after  their  first  time  buy.  

   

  One  of  the  characteristics  of  customer  value  that  most  of  the  researchers  

have  agreed  upon   is   the   fact   that   it   is  perceived  differently  by  every   individual  

consumer   and   it   is   not   something   the   producer   embeds   in   the   product  

(Holbrook,   1996,   2006;   Sheth   et   al.   1991;   Smith   and   Colgate,   2007;  Woodruff,  

1997).   As   such,   the   need   for   an   external   focus   for   the   firms   is   expressed   once  

more   since   no   matter   what   the   producer   thinks   about   an   offering,   the  

consumer’s  viewpoint   is   the  one   that  matters  making   the  need   for   the  voice  of  

the   customer   in   developing   and  marketing   it   even   greater.   The   literature   also  

proves   that  customers  assess  value  at  different  points  of   time  throughout   their  

experience  with  an  offering,  namely,  before  or  during  the  purchase  decision  and  

during  or  after  using  it  (Woodruff,  1997).  Ravald  and  Gronroos  (1996)  exemplify  

the   above   claim   by   noting   that   although   price   can   be   an   important   criterion  

during   purchase,   a   manual   that   can   facilitate   a   product’s   use   can   be   of  

importance  when   the   customer   is   first  using   it.  Gardial   et   al.,   (1994)  have  also  

posed  that  the  attributes  of  a  product  are  of  more  importance  when  consumers  

Page 18: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  15  

evaluate   products   during   the   purchase   decision   and   consequences,   which  

include  the  benefits  deriving  by  the  use  of  offerings,  have  a  more  significant  role  

when  a  given  offering’s  value   is  assessed  during  use.  Taking   into  consideration  

the  above  claims,  we  can  also  say  that  consumers  may  not  be  able  to  fully  grasp  

on  the  situation  the  product  will  be  used,  resulting  in  them  not  using  appropriate  

criteria  to  assess  its  value  appropriately.    

According  to  Ravald  and  Gronroos  (1996)  the  relationship  marketing  paradigm  

can  indicate  ways  which  can  support  an  organization’s  attempts  to  increase  the  

value  its  customers  experience.  The  way  Gronroos  (1994)  defines  relationship  is  

the   following:   “Marketing   is   to   establish,   maintain   and   enhance   relationships  

with   customers   and   other   partners,   at   a   profit,   so   that   the   objectives   of   the  

parties  involved  are  met.  This  is  achieved  by  a  mutual  exchange  and  fulfilment  of  

promises.”  Considering  the  importance  of  relationships  between  the  two  parties  

in  marketing  stressed  out   in   the  above  definition,  Ravald  and  Gronroos   (1996)  

argue  that  enhancing  such  relationships,  can  result  to  higher   levels  of  value  for  

the  customer.  In  their  views,  assuming  the  trade-­‐off  nature  of  value,  it  is  of  major  

importance  for  the  companies  to  be  able  to  act  upon  the  sacrifices  the  customers  

are  required  to  make  by  minimizing  the  costs  involved  in  their  relationship  with  

a   company.   They   further   explain   their   argument   by   indicating   that   the  

relationship  itself  has  is  likely  to  have  a  major  effect  on  the  total  value  perceived  

by  the  customer.  

   

 

   

 

Page 19: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  16  

3.5 Customer  Value  as  a  multi-­dimensional  construct    

Sheth   et   al.   (1991)   viewed   perceived   value   as   a   multi-­‐dimensional  

construct   and   tried   to   separate   the   different   types   of   it,   aiming   towards   an  

understanding   of   how   these   types   influence   consumer   choice   behaviour   by  

developing  what  they  defined  as  consumption  value  theory.  They  argue  that  the  

five  types  of  value  are  functional,  conditional,  social,  emotional  and  epistemic.  In  

their   views,   functional   value   of   an   offering   is   created   by   its   attributes   and  

characteristics  and  relates  to  the  offering’s  ability   for   functional,  utilitarian  and  

physical  performance.  Examples  include  the  processing  power  of  a  computer,  the  

consumption   levels   of   a   heating   installation,   or   the   resolution   of   a   TV   screen.  

They  define  social  value  as  the  perceived  utility  an  alternative  has,  based  on  its  

ability  to  allow  the  individual  to  associate  him/herself  with  specific  social  groups  

and  express  him/herself  in  his  social  circles.  They  further  comment  that  this  type  

of  value  is  likely  to  be  stronger  in  products  more  visible  to  others,  such  as  clothes  

or  jewellery.  Emotional  value  relates  to  the  extent  to  which  an  alternative  is  able  

to  generate  feelings  and  the  extent  to  which  the  alternative  is  linked  with  specific  

emotional  states   in   the  mind  of   the  consumer.  Epistemic  value   is   the  perceived  

utility  offered  by  an  alternative  as  a  means  to  satisfy  ones  curiosity  or  desire  for  

knowledge.     Finally   conditional   value   represents   the   perceived   utility   an  

alternative   offers   as   a   result   of   the   specific   situation   or   context   the   decision  

making   occurs.   Sheth   et   al.   (1991)   lay   some   fundamental   premises   that  

characterise  their  conceptualization  of  value  and  argue  that  the  five  values  their  

research   identified   are   independent   and   some   or   all   of   them   can   be   used  

together   having   more   or   less   significance   when   consumers   are   evaluating  

offerings.  Additionally,  consumers  are  believed  to  be  willing  to  sacrifice  a  type  of  

Page 20: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  17  

value  for  another  one  they  consider  more  prominent.  Smith  and  Colgate  (2007)  

have  criticized  the  framework  proposed  by  Sheth  et  al.  (1991)  because  according  

to  their  opinion  it  fails  to  capture  the  cost/sacrifice  aspect  of  customer  perceived  

value,   the   monetary,   psychic   and   time   costs   that   is,   that   Dodds   and   Monroe  

(1985)   and   Zeithaml   (1988)   profoundly   expressed.   Moreover,   Sweeney   and  

Soutar   (2001)   challenged   Sheth   et   al.’s   (1991)   foundational   premise   regarding  

the  independency  of  consumption  values,  claiming  that  “hedonic  and  utilitarian  

components   of   attitude  might   be   related”   (Sweeney   and   Soutar,   2001,   p.   205).  

Building   upon   Sheth   et   al.’s   work   the   authors   attempted   to   develop   a  

measurement   scale   for   customer   value   in   a   retail   context   involving   durable  

consumer  electronics.  Given  the  nature  of  their  research  they  decided  to  exclude  

epistemic   and   conditional   value   and   split   functional   value   into   two   sub-­‐

components,  namely,  quality  and  price  in  order  to  develop  the  “PERVAL”  model  

as  a  means  of  assessing  customer’s  perceptions  of  value   in   the  specific   context  

and  assist  practitioners  in  understanding  them  better.    

Page 21: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  18  

 

3.6 Holbrook’s  Typology  of  Customer  Value  

Perhaps   one   of   the  most   influential   and   comprehensive   work  made   on  

value   comes   from   Holbrook   (1994,   1996,   2005,   2006).   He   defines   customer  

value   as   “..an   interactive   relativistic   preference   experience”.   Breaking   his  

definition  down,  he  explains  that  he  terms  it  as  interactive  due  to  the  fact  that  it  

requires  a  subject,  i.e.  the  consumer  and  an  object  i.e.  the  product  to  interact  in  

order   to   be   perceived.   The   relativistic   characterization   is   there   to   express   the  

comparative,   personal   and   situational   nature   of   customer   value.   Holbrook  

further   explains   that   customer   value   is   comparative   since   it   includes  

comparisons  between  objects  which  have  different  value  extraction  capabilities,  

it   is   personal,   because   every   individual   perceives   it   differently   and   finally   is  

situational   because   it   is   highly   dependent   on   the   context   the   consumer’s  

evaluation  occurs.  The  fact  that  value  has  a  contextual  character  is  the  base  upon  

which   this   empirical   research   is   built.   Holbrook   (2006,   p.   715)   notes   that  

“customer   value   entails   subjective   hierarchical   preferences   based   on   an  

individual’s   situation-­‐specific   comparisons   of   one   object  with   another”.   Finally  

the  word  experience   signifies   the   fact   that   value  does  not   rest   in   the  purchase  

but   in   the   broader   domain   of   the   consumption   experience.   Building   on   his  

definition,  Holbrook  devised  the  so-­‐called  customer  value  typology  in  an  attempt  

to  depict  all  different   types  of  value  since  according   to  his  views,  one  can   fully  

grasp  on  a  given  type  of  value  by  considering   its  relationship   to   the  rest  of   the  

types,  seeing  in  as  a  unified  construct  (Holbrook,  1996).  In  order  to  unveil  these  

different   customer   value   types,   Holbrook   proposed   three   key   dimensions   of  

value:   a)   extrinsic   versus   intrinsic,   b)   self   versus   other-­‐oriented   and   c)   active  

Page 22: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  19  

versus   reactive.   The   extrinsic   versus   intrinsic   dichotomy   denotes   that   a  

consumption  experience  can  be  either  considered  a  means-­‐ends  scenario,  where  

the  consumer  engages  in  it  in  an  attempt  to  achieve  a  further  goal  or  a  purpose,  

or  value  it  as  an  end  itself.  Self-­‐oriented  value  includes  consumption  experiences  

that   are   valued   because   of   the   effects   they   have   on   a   given   consumer   and  

contrasts   to   other-­‐oriented   value   whose   effects   go   beyond   the   self   and   affect  

other  people  or  social  groups  that  will  react  to  it   in  a  certain  manner.  The  final  

dimension  is  there  to  separate  experiences  in  which  the  individual  manipulates  

the  object  (offering)  of  interest  and  in  this  way  affects  the  outcome  stemming  by  

its  use  (e.g.  playing  a  video  game)  from  experiences  where  the  consumer  holds  a  

reactive,  more  passive   role,   in  which   case   the   object   is   affecting   the   individual  

than  the  other  way  around  (e.g.  a  painting  admired  by  the  consumer).  

Page 23: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  20  

By   combining  all   three  dimensions,   assuming   that   every  offering   can  be  

classified  in  each  one  of  them,  Holbrook  (1994)  lists  the  eight  possible  types  of  

customer  value.  (Figure  2)  

 

Figure  2;  Holbrook  (1994)  

 

As   Holbrook   denotes,  more   than   one   of   the   eight   types   of   value   shown  

above   sometimes  overlap   in   the   sense   that   they  are   likely   to  occur   together   in  

any   given   consumption   experience   at   varying   degrees.   Even   though   the  

conceptual   basis   of   Holbrook’s   typology   and   its   comprehensiveness   has   been  

recognized   by   other   authors   (Sánchez-­‐Fernández   and   Iniesta-­‐Bonillo,   2007;  

Smith   and  Colgate,   2007),   the  main   sources  of   criticism  against   it   relate   to   the  

fact   that   it   is  difficult   for  companies   to  act  upon  as   the  degree  of   complexity   is  

relatively  high  as  well  as  the  fact  that  it  neglects  the  sacrifice  aspects  of  value,  as  

these   are   only   encompassed   in   the   efficiency   type   value   can   have.   Holbrook  

Page 24: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  21  

(2006)  also  provides  a  simplified  version  of  his  typology,  including  two  out  of  the  

total  three  dimensions  he  initially  proposed.  That  construct  focuses  on  whether  

value   is   self   or   other-­‐oriented   and   on   the  motivation   that   is   behind   the   value  

assessment,  the  extent  to  which  value  is   intrinsic  or  extrinsic.  According  to  this  

simplified  view,  four  types  of  value  can  occur  as  shown  on  Table  1.  

Table  1;  Holbrook  (2006)  

Self-­‐oriented   Extrinsic   Intrinsic  

Self-­oriented   Economic  value   Hedonic  Value  

Other-­oriented   Social  Value   Altruistic  Value  

 

If  we  compare   this   table  with   the  original  one,  we  can  conclude   that  economic  

value   represents   “efficiency”   and   “excellence”,   social   value   stands   for   “status”  

and  esteem”,  hedonic  value  is  comprised  of  “play”  and  “aesthetics”  and  altruistic  

value  combines  “ethics”  and  “spirituality”.    

  Woodall   (2003)   proposes   a   different   approach   in   conceptualizing  

customer  value  or  “value  for  the  customer”  (VC)  as  he  terms  it.   In  his  paper  he  

distinguishes   between   five   different   notions   relating   to   the   broad   concept   of  

value.  Net  VC  stands  for  relative  weight  of  benefits  and  sacrifices  in  which  case  a  

ratio  better  than  1:1  represents  “good”  VC,  derived    VC  relates  to  the  outcomes  

that  follow  a  consumption  experience,  marketing  value  which  is  conceived  as  the  

preferable   product   attributes   consumers   seek,   sale   VC   which   represents   the  

reduction   in   sacrifice,   a   simple   example   of   which   can   be   low   price   that  

consumers  are  likely  to  equate  with  value  and  finally  rational  VC  which  includes  

the  level  of  fairness  consumers  assign  to  a  specific  benefit-­‐sacrifice  comparison  

that   characterizes   an   offering.   Even   though   this   conceptualization  was   seen   as  

Page 25: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  22  

highly  comprehensive,  Smith  and  Colgate  (2007)  claim  that  there  is  a  significant  

degree   of   overlap   between   the   five   categories   in   the   sense   that   some   of   the  

benefits   tend   to   appear  under  multiple   types.  Additionally   they  argue   that   this  

framework   is   once   again   difficult   to   operationalize   on   by   creating   actionable  

marketing  strategies  and  it’s  also  difficult  to  serve  as  a  basis  for  measuring  value  

dimensions.  

 

3.7 Smith  and  Colgate’s  customer  value  creation  framework  

  Smith  and  Colgate’s  (2007)  contribution  in  the  domain  of  customer  value  

is  made  by  building  upon  the  work  of  Sheth  et  al.   (1991)  and  supplementing   it  

with  Holbrook’s   (1999,  2005),  Woodall’s   (2003)  as  well   as  Park  et   al.’s   (1986)  

papers.   The   framework   they   developed   identifies   four   types   of   value,   namely,  

functional/instrumental  value,  experiential/hedonic  value,   symbolic/expressive  

value  and  cost/sacrifice  value.   In   their  paper  they  acknowledge  and  pronounce  

the  findings  of  previous  authors  regarding  the  subjectivity  related  with  customer  

value  (the  fact  that  it  is  perceived  uniquely  by  individuals),  the  contextual  nature  

of   it,   as  well   as   the  dynamism   that   characterizes   it.   Their  work   emphasizes  on  

generating   a   framework   that   avoids   overlaps   between   the   types   of   value  

associated  with  it  and  one  that  is  easy  to  understand,  so  that  companies  can  act  

upon   but   in   the   same   time   comprehensive   enough   so   that   it   captures   the  

dimensions  of  value  previous  authors  have  stressed  out.  

In  defining   functional/instrumental  value,  Smith  and  Colgate  (2007)  use  

the   facets  of   functional  value  provided  by  Woodruff   (1997)  and  argue  that   this  

type   of   value   includes   (a)   the   desired   product   attributes,   characteristics,  

functions,  attributes  and  features;  (b)  the  appropriate  performances  related  with  

Page 26: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  23  

an   offering;   and   (c)   the   desired   outcomes   and   consequences   deriving   from   a  

product’s  use.  They  also  exemplify  that  different  companies  are  likely  to  focus  on  

any  of  these  three  facets  in  an  attempt  to  offer  superior  value  from  their  rivals.  

This   definition   of   theirs   is   also   similar   to   Sheth   et   al.’s   (1991)   description   of  

functional   value   since   they   believe   that   functional   value   is   strongly   linked   to  

product  characteristics  and  attributes  as  well.    

Moving  on  to  experiential/hedonic  value,  Smith  and  Colgate  (2007)  pose  

that   this   type   is   concerned  with   the   ability   of   a   product   to   create   the   desired  

experiences,  feelings  and  emotions  for  the  consumer.  In  their  further  explanation  

they   also   provide   a   subset   of   values   that   are   included   in   this   category.   More  

specifically,   sensory  value  which   relates   to  aesthetics   and  ambiance,   emotional  

value   such   as   fun,   excitement   or   pleasure,   social-­‐relational   value   including  

bonding,  personal  interaction  and  the  development  of  trust  and  commitment  and  

finally  epistemic  value  which  represents  curiosity  or  the  thirst  for  knowledge,  all  

appear   to   be   expressed   by   experiential/hedonic   value.   Comparing   this  

classification  with  Sheth  et  al.’s   (1991)  work,   it  can  be  concluded  that   in  Smith  

and  Colgate’s  (2007)  case  the  category  is  somehow  broader  as  it  groups  up  the  

definitions   of   Sheth   et   al.   on   epistemic   and   emotional   value   complementing   it  

with  elements  of  social  value.  In  addition  it  resembles  Holbrook’s  (2006)  hedonic  

value   in   the   simplified   version   of   his   typology   but   it   is   unarguably   more  

comprehensive.    

Symbolic/expressive  value  relates  to  the  extent  to  which  an  offering  can  

be   associated   with   a   psychological   meaning   in   the   mind   of   the   consumer.  

According   to   Smith   and   Colgate   (2007),   this   includes   but   is   not   limited   to   the  

products   that   appeal   to   ones   self-­‐concept   and   allow   consumers   to   enhance   it.  

Page 27: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  24  

Furthermore,  Smith  and  Colgate  (2007)  explain  that   this   type  of  value   includes  

the   associations   made   by   the   consumers   between   a   product   and   a   specific  

situation  or  a  person.  Additionally  the  authors  claim  that  some  products  (as  for  

example   branded   clothes   or   watches)   function   as   a   means   of   expressing   an  

individual  assisting  them  in  making  a  statement  about  themselves.      

Finally,  the  fourth  type  of  value  in  Smith  and  Colgate’s  (2007)  construct,  

cost/sacrifice   value,   encompasses   all   types  of   transaction   costs   involved   in   the  

purchase,   ownership   and   use   of   a   given   offering.   These   costs   range   from  

economic  costs  such  as  the  price  of  an  offering,  to  switching  cots  or  even  psychic  

(the   attachment   an   individual   consumer   might   have   with   a   specific   offering)  

ones.  In  the  authors’  view  companies  should  focus  on  minimizing  these  different  

types   of   costs   in   an   attempt   to   increase   the   overall   value   customers   can  

experience  through  their  products  and  services.    

A   final   contribution   of   Smith   and   Colgate’s   (2007)   work   is   the  

identification  of   the  sources  of  customer  value   from  the  organization’s  point  of  

view.   More   specifically,   information,   products,   interactions,   environment   and  

lastly   ownership   transfer,   which   are   expressed   through   different   value   chain  

processes   and   activities,   all   appear   to   play   important   and   different   roles   in  

generating  value  for  the  customer.    

Page 28: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  25  

 

3.8 Value  co-­creation  

3.8.1 The  evolution  

Even   though   the   focus  of   this  paper   lies  on   the  dimensions  of   customer  

value,  one  cannot  discuss  customer  value  adequately  without  mentioning  value  

co-­‐creation.   The   concept   of   value   co-­‐creation   is   strongly   connected   to   the  

paradigm  shift  of   service  dominant   logic  proposed  by  Vargo  and  Lusch  (2004).  

This   emerging   paradigm   indicates   that   service   provision   is   becoming  

fundamental  to  economic  exchange  changing  the  focus  from  the  tangible  output  

of   offerings   to   intangibility,   exchange   processes   and   relationships   related   to  

them  (Vargo  and  Lusch,  2004).  Vargo  and  Lusch  (2004,  p.  2)  define  services  as  

“the   application   of   specialized   competencies   (knowledge   and   skills)   through  

deeds,  processes,  and  performances  for  the  benefit  of  another  entity  or  the  entity  

itself”,   separating   their   views   from   the   traditional   ones   that   treat   services   as  

value  adding  components  that  can  enhance  a  tangible  good.    The  effects  this  shift  

has  on  marketing  are  numerous  one  of  them  being  the  way  value  is  created  and  

delivered.  More  specifically,  it  is  believed  that  value  is  created  through  the  use  of  

an   offering   (Payne   et   al.,   2008;   Prahalad   and   Ramaswamy,   2004;   Vargo   and  

Lusch,   2004,   2008)   and   not   during   the   manufacturing   process,   thus   it   is   not  

embedded  in  it.    Vargo  and  Lusch  (2004,  2008)  have  presented  the  foundational  

premises   linked   to   service   dominant   logic.   Their   sixth   foundational   premise  

derives   from   the   above   claim   and   specifies   that   the   customer   is   always   a   co-­‐

creator  of  value  indicating  the  interactional  nature  of  value  creation.  Elaborating  

on   this   argument   further,   Vargo   and   Lusch’s   (2008)   seventh   foundational  

Page 29: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  26  

premise   states   that   an   organization   can   only   provide   the   customer  with   value  

propositions,  and  the  way  the  customer  acts  upon  them  using  his  knowledge  and  

skills  is  what  determines  value.  Taking  into  account  the  above  statements  as  well  

as   the   fact   that   customer  value   is   co-­‐created  at   “multiple  points  of   interaction”  

(Prahalad   and   Ramaswamy,   2004,   p.   13),   it   is   evident   that   the   consumption  

experience  as  a  whole  becomes  of  major   importance  when  assessing   customer  

value.  According  to  Prahalad  and  Ramaswamy,  (2004)  for  a  firm  and  a  customer  

to   be   able   to   jointly   engage   in   such   a   process,   the   development   of   “blocks   of  

interactions”  is  vital  in  order  to  facilitate  this  process.    The  authors  further  argue  

that   consumers   nowadays   have   become   more   demanding   and   they   want   to  

engage  with  companies,  requesting  seeking  personalized  interactions  with  them.  

Finally,   Prahalad   and   Ramaswamy   (2004)   draws   a   clear   line   between  

personalized   co-­‐creative   interactions   and   customization   services   offered   by  

various  firms,  given  that  the  later  tends  to  suit  the  company’s  objectives  rather  

than  the  customer’s  preferences.    

3.8.2 Value  co-­creation  in  video  games  

Video   games   can   be   the   ideal   example   to   demonstrate   value   co-­‐creation  

activities.  In  the  video  games  world  the  main  source  of  co-­‐created  value  are  the  

so-­‐called   communities.  Apart   from   the   actual   gaming   communities,   the   term   is  

also  used  by  gamers  to  define  “who  plays  the  game”,  its  fan  base  in  some  sense.  

The  community  can  be  responsible  for  the  commercial  failure  or  the  success  of  a  

title   and   can  enhance   the  value   its  members   “extract”   from  a   title.  An  example  

can   be   individual   gamers   that   use   Web   2.0   based   applications   such   as   social  

media,   blogs,   etc.,   aiming   in   clarifying   and   explaining   aspects   of   the   game,  

Page 30: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  27  

generate   game   related   content   outside   the   game’s   virtual   world,   answer  

questions  and  help  other  players.  Activities   like   that  enhance  the  way  prospect  

as  well  as  current  consumers  who  either  engage  or  not  engage  in  such  activities  

perceive   a   certain   game   title   and   in   a   different   setting   could   be   considered  

actions  or  practices  that  are  completely  firm  centric.  Another  concrete  example  

from  video  games   regarding  value   co-­‐creation   comes   from  Warcraft  3   strategy  

game.  Even   though   the   latest   expansion  game  has  been  out   since  2003  and  no  

significant   updates  were   done   to   the   game,   due   to   the   huge  number   of   people  

generating   custom  maps  or   “mods”   as   these   are   termed  by   gamers,   it   enjoys   a  

huge   fan   base   compared   to   other   past   competitors.   Having   such   an   open  

innovation  system  that  resembles  the  open-­‐source  movement  empowers  users,  

giving   good   title   endless   possibilities.  Other   games   such   as   Little  Big  Planet   or  

Spore,  completely  rely  on  users  ability  and  willingness  in  generating  content  and  

sharing  their  experience  by  playing  with  other  users  in  the  content  they  created.  

Banks  and  Potts   (2010)  have   taken  an   in  depth  analysis   in   the  MMORPG  game  

Fury’s   development   process   in   order   to   observe   the   role   the   actual   customers  

played   in   the   games   performance.   They   highlight   the   importance   of   having   an  

open  dialog  between  the  professional  developers  of  the  game  and  the  network  of  

game   players.   The   game   was   going   through   an   open   beta   test   where   anyone  

could  try  it  out  and  post  their  opinion  and  contribute  with  their  feedback.  

Page 31: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  28  

 

3.9 Summary  

In   this   chapter   the   importance  of   the   concept  of   value  was  been   stressed  

out  by  carefully  following  the  evolution  of  thought  around  it  throughout  the  past  

years.  Different  value  conceptualizations  have  been  presented  and  critiqued  by  

stressing  out   their   individual   strengths  and  weaknesses.   It   is  evident   that  even  

though  scholars  seem  to  agree  on  the  definition  and  importance  of  value  in  the  

domain  of  marketing,  one  can  observe  significant  differences  on  how  this  notion  

can  be  accurately  conceptualized.  This  fact  is  presented  throughout  this  chapter  

by   illustrating   the   variety   of   different   one-­‐dimensional   and   multidimensional  

constructs   and   measurements   developed   by   academics.   As   mentioned   earlier,  

one  point  upon  which  the  different  streams  of  literature  agree  upon  seems  to  be  

the  effect  contextual  factors  such  as  the  type  of  offering  have  on  value,  and  this  is  

what   gives   this   research   the   push   to   explore   an   “uncharted   territory”   of  

customer  value.    

This   research  will   be   based   upon   Smith   and   Colgate’s   (2007)   framework  

due   to   its   simplicity   and   comprehensiveness.   Accordingly   the   focus   of   this  

research  will   be   to  measure   subcomponents   of   value   that   exist   in   this   specific  

context,   using   a   multidimensional   approach.   Moreover   the   differences   in   the  

importance  of  individual  value  dimensions  will  be  assessed  as  a  means  to  better  

understand  value  in  video  games.  This  paper  will  also  examine  how  overall  value  

perceptions   and   individual   value   dimensions   change   across   the   different  

consumer   segments  participating   in   this   study.  This   can  provide   some   insights  

on  the  basis  of  which  video  game  companies  can  segment  the  market  and  try  and  

attract  those  that  they  can  efficiently  serve.  

Page 32: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  29  

 

Page 33: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  30  

 

CHAPTER  4 RESEARCH  METHODOLOGY  

4.1 Introduction  

This   chapter   will   present   the   paradigm   that   guides   the   quantitative  

research   method   employed   by   the   author   as   well   as   the   reasons   behind   this  

choice  and  how  it  fits  the  overall  purpose  of  this  paper.  This  will  be  followed  by  

detailed   analysis   on   the   way   the   research   instrument   was   created,   describing  

and  justifying  the  development  and  adoption  of  relevant  scale  measurements  for  

this  experimental  research.  

 

4.2 Research  Paradigm  

For  this  project,  the  author  has  chosen  to  employ  a  quantitative  research  

method,   namely,   an   online   survey.   The   paradigm   that   underlies   this   research  

method   is   the   positivist   paradigm.   Positivism   has   emerged   during   the   19th  

century  with  its  main  ambassador  being  Auguste  Comte  and  later  on  the  Vienna  

Circle   –a   group   of   philosophers   formed   at   the   university   of   Vienna   (Bryant,  

1985)-­‐  gave  this  scientific  paradigm  a  more  formal  state  (Hallebone  and  Priest,  

2009).  Although  positivism  has  been  evolving  throughout  the  years  and  different  

types   of   it   have   emerged,   such   as   Logical   Positivism,   Sociological   Positivism,  

Legal  Positivism  and  Polish  Positivism,  the  main  view  it  holds  is  the  fact  that  the  

only  authentic  knowledge   is  scientific  knowledge,  knowledge   that  derives   from  

evidence   that   is   observable,   empirical   and  measurable   (Cohen  and  Maldonado,  

2007;  Hallebone  and  Priest,  2009).    Positivism  dictates  that  researchers  should  

look   and   study   humanity   through   social   sciences   in   the   same   way   they   study  

Page 34: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  31  

natural  ones,  using  scientific  reasoning  that  portrays  the  researcher  separate  to  

reality  and  treats  reality  as  objective  and  external.  In  other  words,  positivism  has  

become   closely   associated  with   the   idea   of   giving   sociology   a   scientific   nature.    

The  main  contrary  paradigm  to  positivism  is   interpretivism  in  the  sense  that   it  

considers   reality   and   individuals   closely   related   due   to   the   fact   that   ones  

perceptions  of  the  world  are  strongly  affected  by  the  experiences  the  individual  

had   throughout   its   life   course.   As   such,   interpretivists   believe   that   reality   is  

neither  external  to  the  researcher  nor  objective,  and  the  validity  of  their  work  is  

assessed  by  reflexivity,  the  process  the  researcher  undergoes  when  he  describes  

how   he   or   she   has   affected   the   research   (Thorpe   and   Holt,   2008).   Positivist  

epistemology   focuses   on   discovering   patterned   information   that   has   broad  

application  and  can  provide  knowledge  by  being  tested  across  different  settings  

such  as,  organizations,   industries  or  communities  (Hallebone  and  Priest,  2009).    

In   general,   positivism   as   a   research   method   is   characterized   by   its   robust  

structure   in   the   sense   that   the   process   of   coming   up   with   a   conclusion   has   a  

strong   linear   nature   (Bryant,   1985).   The   researcher   is   required   to   develop   a  

question   or   hypothesis   and   collect   evidence   that   will   allow   him   to   assess   and  

evaluate  those  in  a  predetermined  way.  In  this  process,  it  is  imperative  that  the  

later  steps  do  not  affect  or  alter  the  outcomes  of  the  former  ones  (Hallebone  and  

Priest,  2009).    

Page 35: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  32  

4.3 Research  Method  

As   mentioned   above,   the   quantitative   research   method   selected   for   this  

project   is   an   online   survey.   In   the   author’s   views,   this   method   can   fits  

appropriately  with  the  objectives  of   this  paper  as  these  are  stressed  out  by  the  

research  questions.  

4.3.1 Strengths  and  weaknesses  of  the  method  selected  

The  benefits  of  using  online   surveys  mainly   relate   to   time  efficiency.  By  

choosing   to   employ   this   method,   the   respondents’   answers   are   collected   the  

moment   they   finish   completing   the   related  questionnaire   so   the   time   spent   by  

the  researcher  collecting  the  survey  can  be  invested  into  different  areas  related  

to  their  research.  Moreover,  with  real-­‐time  reporting  option  being  available  the  

researcher   can   keep   track   of   the   whole   process   being   able   to   achieve   better  

timing.   Considering   the   fact   that   questionnaires   distributed   online   are   self-­‐

administered  so   the  respondents  can  complete   them  in   their  own  convenience,  

coupled   with   the   increasing   intolerance   of   respondents   to   mail   or   telephone  

surveys,  online  surveys  seem  to  provide  significantly  higher  response  rates  that  

the  two  other  methods  mentioned.  Additionally,  the  fact  that  the  whole  process  

takes   place   in   computerized   setting   where   graphics   and   real-­‐time   summary  

reports  can  be  included,  the  respondents  tend  to  be  more  willing  to  engage  with  

them  (McDaniel  and  Gates,  2010).    

On   the   other   hand,   as   far   as   drawbacks   involved   in   online   surveys   are  

concerned,  one  of  the  most  important  ones  is  the  fact  that  people  with  Internet  

access  are  not  representative  or  the  total  population.  In  this  case  the  above  fact  

does   not   influence   the   outcome   of   the   study   as   much,   since   people   that   play  

Page 36: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  33  

video   games   are   highly   unlikely   not   to   have   Internet   access   since   lately   has  

become   a   prerequisite   for   numerous   popular   video   games.   The   second  

disadvantage   of   using   an   online   survey   relates   to   the   fact   that   the   sample   is  

unrestricted   in   the   sense   that   anyone   has   access   to   it   since   it   is   publically  

available  jeopardizing  the  sample  selection  intended  by  the  researcher  (Bradley,  

2010).  Furthermore,  if  the  respondents  are  allowed  to  complete  the  survey  more  

than   once,   the   risk   of   having   an   unhealthy   sample   becomes   larger.   For   this  

research,   this   risk   has   been  minimized,   by   forbidding  multiple   responses   from  

single  respondents,  using  their  IP  address  and  unique  MAC  address  as  screening  

criteria.    In  this  way  the  only  way  respondents  could  access  the  survey  more  than  

once  is  by  using  a  different  device  using  a  different  broadband  connection.          

 

4.3.2 Sampling  

For  this  project  a  nonprobability  sampling  method  was  selected.  The  time  

constrains  coupled  with  the  limited  financial  resources  available  did  not  allow  a  

more   sophisticated   and   in   turn   scientific   approach   as   far   as   sampling   is  

concerned   an   thus   dictated   such   an   approach.     To   be   more   specific,   a  

combination   of   a   judgment   and   snowball   sample   was   used   in   an   attempt   to  

gather   responses   from  a   variety   of   cross   section   gamers  with   different  weekly  

“play-­‐time”  and  different  video  game  genre  preferences.    The  reason  the  author  

gives   this   double-­‐sided   sample   method   description   relates   to   the   distribution  

process  of  this  survey.  The  permanent  survey  web  link  was  distributed  through  

different   vehicles   so   that   the   above   objective   is  met.   Initially,   two   popular   UK  

based   video   game   community  websites’   forums  were   chosen,     “TGforums”   and  

“Gamestm”  where  threads  have  been  created  inviting  people  to  complete  a  video  

Page 37: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  34  

games  survey.  This  resulted  in  shorter  data  collection  times  and  also  allowed  the  

sample   selection   to   be   less   biased   from   the   author’s   individual   selection.   In  

addition,   due   to   the   fact   that   there   was   a   risk   of   having   respondents   of   very  

similar  profile,   the  survey   link  was  distributed  to  UK  based  university  students  

selected   by   the   author   who   can   in   general   relate   to   gaming   and   these  

respondents   were   asked   to   further   distribute   the   questionnaire   to   individuals  

that  fulfill  the  above  premise.  This  was  also  done  as  an  attempt  to  include  more  

female  respondents  as  the  main  members  of  the  online  communities  mentioned  

before  were  likely  to  be  males.  

In  total,  the  author  personally  distributed  the  survey  to  43  respondents  out  

of  the  total  142  that  completed  it.  Out  of  those,  8  were  partially  completed  and  2  

were  found  invalid,  resulting  in  132  total  valid  responses.    

4.3.3 Research  instrument  design  

At   first,   the   respondents   were   first   asked   how   many   hours   they   spend  

playing   games   per   week   on   average.   The   reason   for   that   was   to   be   able   to  

identify  how  intense  the  gaming  experience  was  for  each  individual,  in  terms  of  

playtime.   Secondly,   the   respondents  preferred   game  genre  was   requested.  The  

available  options  (genres)  were  scholastically  put  together  so  that  they  can  cover  

every   possible   option,   listing   all   main   game   genre   categories   and   descriptive  

examples  of  each  genre  were  also  given  so  that  all  users  can  confidently  respond.  

Even   though   lately   combinations   between   genres   were   given   to   some   newer  

titles,   the  main   idea  was   disseminated   thoroughly.   Considering   the   fact   that   9  

different  game  genres  are  listed  the  author  acknowledges  that  the  most  probable  

case   is   that   not   all   genres   will   appear   frequently   and   conclusions   regarding  

Page 38: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  35  

genres  with  low  frequencies  will  not  be  possible.    Finally,  the  respondents  were  

prompted   to   name   the   title   they  mostly   played   the   past   year   and   respond   by  

providing  their  agreement  with  the  statements  to  follow  later  on.  This  was  also  

done   in   order   for   the   respondents   to   remain   focused   on   the   game   title   they  

initially   selected   while   going   through   the   rest   of   the   questionnaire.   Following  

these  initial  questions,  questions  regarding  value  dimensions  were  asked  related  

to   the   specific   game   title   the   respondents  provided.  The  process  of   developing  

these  questions   is  stressed  out   in  the   following  section.   In  order  to  ensure  that  

the  game  title  selected  by  the  respondents  falls  in  the  category  they  indicated  as  

their  favorite,  the  author  individually  evaluated  all  questionnaires  to  make  sure  

the  above  premise  stands.  On  that  basis  2  questionnaires  were  excluded  from  the  

analysis   and   considered   invalid.   A   final   question   asking   the   perceived   overall  

value  this  specific  game  titles  holds  for  each  respondent  on  a  5-­‐point  Likert  scale,  

ranging   from   poor   to   excellent.   Before   the   data   collection   the   research  

instrument   was   pretested   in   a   process   involving   by   15   gamers   with   different  

exposures   to   gaming,   in   order   to   make   sure   the   questions   are   clear   and  

understandable   and   avoid  misinterpretations   by   the   respondents.     The   reader  

can  refer  to  Appendix  A  for  a  comprehensive  illustration  of  the  questionnaire.  

Page 39: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  36  

4.3.4 Measurements  

The   framework   this   research   was   based   in   order   to   measure   value  

dimensions  in  the  video  games  context  is  that  of  Smith  and  Colgate  (2007).  Due  

to  the  lack  of  empirical  research  using  Smith  and  Colgate’s  (2007)  concepts,  and  

in  turn,  lack  of  scales  related  to  this  specific  construct  some  of  the  items  need  to  

be   adjusted   from   scales   used   in   measurements   based   on   different  

conceptualizations,   and   others   needed   to   be   developed   by   the   author   using  

Smith  and  Colgate’s  definitions  of  those  dimensions.    It  should  be  noted  that  a  5-­‐

point   Likert   scale   was   used   to   measure   all   three   dimensions   and   their   sub  

dimensions.  

The  descriptions  as  well  as  the  sub-­‐components  (facets)  of  each  type/dimension  

of  value  according  to  Smith  and  Colgate  (2007)  are  summarized  in  Table  2.  

 

Table  2;  Smith  and  Colgate  (2007)  

 

Smith   and   Colgate   (2007),   as   mentioned   earlier   in   the   review   of   the  

literature,   strongly   based   their   conceptualization   of   Functional/Instrumental  

value  on   the  definitions  of  Woodruff   (1997)  and  Sheth  et  al.   (1991),   and  claim  

Functional/Instrumental  

• Correct/accurate  attributes  

• Appropriate  performances  

• Appropriate  outcomes  

Experiential/Hedonic  

• Emotional  •  Sensory  •  Social/Relational  

• Epistemic  

Symbolic/Expressive  

•  Self-­‐identity/concept  

• Personal  meaning  

•  Social  meaning  

• Conditional  meaning  

Cost/Sacriqice  

• Economic  • Psychological  • Personal  investment  

• Risk  

Page 40: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  37  

that  the  sub-­‐components  of  this  dimension  of  value  includes  accurate  attributes,  

appropriate   performances   and   outcomes.   In   the   author’s   views,  

Instrumental/Functional  value  can  not  be  accurately  pronounced  in  the  context  

of  video  games  given  their  hedonic  nature  an  remains  in   line  with  Turel  et  al.’s  

(2009,  p.  59)  claim  about  hedonic  technologies  such  as  video  games,  who  argue  

that   this   type   of   offerings   “…provide   little,   if   any,   instrumental   value   gains”.  

According  to  Turel  et  al.  (2009)  is  such  cases  enjoyment,  social  value,  value-­‐for-­‐

money  as  well  as  their  tradeoffs  become  of  major  importance.  One  can  argue  that  

technical   characteristics   of   video   game   titles   such   as   graphics   and   the   engines  

the   games   were   built   on,   can   be   perceived   as   the   facets   of  

Functional/Instrumental   value  mentioned   above,   but   the   author,   having   a   long  

year  experience  with  video  games,  believes  that  due  to  the  nature  of  video  games  

as  well  as   the  purpose   those  offerings  serve,   those  characteristics  can  be  more  

accurately   described   as   Experiential/Hedonic   value   subcomponents.   The  

individuals   involved   in   the   pretesting   process   of   the   survey   instrument   also  

shared   this   view.   As   such,   Functional/Instrumental   value   was   not   involved   in  

this  research  and  the  focus  was  given  to  the  remaining  three  dimensions.    

Page 41: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  38  

 

4.3.4.1 Experiential/Hedonic  Value  

  As  reflected  in  the  literature,  Smith  and  Colgate’s  (2007)  definition  of  this  

value   dimension   appears   to   be   significantly   comprehensive,   including   sub-­‐

components   that   other   authors   (see,   for   example,   Sheth   et   al.,   1991;   Sweeney  

and   Soutar,   2001)   described   as   separate   dimensions.   Due   to   lack   of   empirical  

research  based  on  Smith  and  Colgate’s  (2007)  framework,  the  scales  for  two  of  

the   individual   sub-­‐components  have  been  adopted  and  adjusted   from  different  

studies,   and   the   author   developed   two   as   well.   As   such,   the   scales   used   to  

measure   Emotional   value   where   based   on   the   scales   used   previously   in   the  

literature   by   Sweeney   and   Soutar   (2001).     The   author   decided   to   omit   the  

statement   used  by   Sweeney   and   Soutar   (2001)   relating   to   the   offering  making  

the  user  wanting  to  use  it,  as  well  as  the  statement  relating  to  consumers  feeling  

relaxed  about  using   the  product  due   to   their   irrelevance  with   the  video  games  

context.   The   statements   used   were   related   to   emotional   states   generated  

through  the  use  of  video  games  and  are  illustrated  on  Table  3.  

  Moving  on  to  Sensory  value,  assuming  the  fact  that  this  subcomponent  of  

value   includes   elements   that   can   be   perceived   by   ones   senses,   in   the   case   of  

video  games,  the  graphic  design,  accompanying  music  as  well  as  the  “gameplay”  

aspect   of   the   game,   which   stems   from   the   seamless   integration   of   the   two  

characteristics   mentioned,   together   with   numerous   other   functions,   constitute  

this  Experiential/Hedonic  value  component.  The  items  used  to  measure  sensory  

value  are  presented  in  Table  3.  

Page 42: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  39  

  Social/Relational   value   in   Smith   and   Colgate’s   framework   is   strongly  

connected  to  personal  interaction,  which  in  the  case  of  video  games  relates  to  the  

degree   at  which   games   can   allow   individuals   to  meet   new  people   and   interact  

with   them   inside   and   outside   the   virtual  world.   Unlike   the   definition   of   social  

value  provided  by  other  author’s  such  as  Sheth  et  al.  (1991)  which  involves  the  

consumer’s   self   images   and   has   an   expressive   nature,   in   the   framework   this  

research   is   based,   product   utility   related   to   them   falls   under  

symbolic/expressive  value  and  will  be  analyzed  further  on.  A  brief  summary  of  

the  definition  of  social/relational  value  together  with  the  items  used  to  measure  

it  in  the  video  games  context  is  shown  on  Table  3.  

  Finally,  Epistemic  value  was  partly  adopted  by  Pura’s  (2005)  research  in  

mobile  services  but  was  somehow  broadened  so  that  it  accurately  represents  the  

role  this  type  of  value  holds  in  the  case  of  video  games.  

 

 

 

 

 

 

 

 

 

 

 

 

Page 43: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  40  

Experiential/Hedonic  value  subcomponents  

Definition   Scales  used  in  previous  research   Video  Games  context  

Emotional  value:      The  ability  of  a  product  to  generate  appropriate  feelings  and  affective  states        (Sweeney  and  Soutar,  2001)  

This  product:  • is  one  that  I  would  enjoy  • would  make  me  want  use  it  • is   one   that   I   would   feel  

relaxed  about  using  • would  make  me  feel  good  • would  give  me  pleasure  

 (Sweeney  and  Soutar,  2001)  

• I  have  fun  playing  this  game    • When   I   play   this   game   I   get  

excited  • I   feel   relaxed   when   I   play   this  

game  • Playing   this   game   makes   me  

feel  good  • Excelling  in  this  game  makes  me  

feel  good    

Social/Relational  value:      The  extent  to  which  an  offering  can  create  feelings  related  to  bonding  and  connectedness,  personal  interaction,  trust  and  commitment,  and  responsiveness    (Smith  and  Colgate,  2007)  

  • Playing   this   game   helps   me   to  meet  like-­‐minded  people  

• I   like   competing   against   other  players  

• I  like  playing  in  teams/groups  • I   feel   I   am  part  of  a  wide  social  

group  when  I  play  this  game    

Epistemic  value:      The  alternatives  capacity  to  arouse  curiosity,  provide  novelty  and  knowledge  or  fantasy    (Sheth  et  al.,  1991)  

I  used  this  mobile  service  • to   experiment   with   new  

ways  of  doing  things  • to  test  the  new  technologies  • out  of  curiosity  

 (Pura,  2005)  

• I   like   that   this   game   has  different   features   compared   to  other  games  

• I   like   that   ones   need   to   figure  out  how  the  game  works  

• I   like   the   amount   of   practice   it  takes  to  master  this  game  

• I   learned  a   lot  of   things  playing  this  game  

• This   game   challenges   me  intellectually  

 Sensory  value:      Aesthetics,   ambiance,   aromas,  feel/tone    (Smith  and  Colgate,  2007)    

  • I  enjoy  the  music  in  this  game  • The  look  and  feel  of  this  game  is  

something  I  enjoy  • I  enjoy  the  graphics  in  this  game  • I  enjoy  the  pace  of  this  game  

Table  3;  Experiential/Hedonic    Value  

     

 

 

Page 44: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  41  

 

4.3.4.2 Symbolic/Expressive  Value    

In   the   context   of   video   games   this   type   of   value   involves   personal  

meaning  some  games  are  likely  to  hold  as  well  associations  made  between  games  

and   past   experiences   for   some   individuals.   Additionally,   games   and   the   way  

individuals   interact  with   them   can   be   seen   as   a  means   of   self-­‐expression.   This  

type  of   value   includes   elements   of   social   value,   but   the   items  used   to  measure  

social   value   in   the   past,   were   considered   difficult   for   gamers   to   relate   and  

respond  to  and  ended  up  being  meaningless  or  have  a  negative  nature.  As  such,  

by   looking   closely   to   Smith   and   Colgate’s   (2007)   definition   more   appropriate  

items   were   developed   and   are   presented   as   well   as   contrasted   with   previous  

items  on  Table  4.  

Definition   Scale  used  in  previous  research   Video  Games  context  

Symbolic/Expressive  value:    The  extent  to  which  a  psychological  meaning  is  attached  to  an  offering    (Smith  and    Colgate,  2007)    

Customization  of  my  mobile  services    

• helps  me  to  feel  accepted  • makes  a  good  impression  on  other  

people  • gives  me  social  approval  

 (Sigala,,  2006)    

• This  game  reflects  my  personality  

• I’ve  associated  this  game  with  pleasant  memories  

• This  game  means  a  lot  to  me  • The  way  I  play  this  game  

shows  my  competitive  side  • This  game  allows  me  to  

show  my  skills  Table  4;  Symbolic/Expressive  value

4.3.4.3 Cost/Sacrifice  Value  

The   items  used   to  measure   this  dimension  were  based  on   the  measures  

validate  by  Wang  et  al.  (2004)  with  minor  changes  in  wording  to  fit  in  the  video  

games  context.  One  item  was  excluded  due  to  its  applicability  and  the  statements  

were  also  brought  to  a  product  level  since  Wang  et  al.’s  (2004)  research  was  firm  

centric.  These  items  as  well  as  their  source  are  presented  in  Table  5.  

Page 45: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  42  

Definition   Scale  used  in  previous  research   Video  Games  context  

Cost/Sacrifice  value:    Transaction  costs  involved  in  the  purchase,  ownership  and  use  of  an  offering    (Smith  and    Colgate,  2007)      

 

• The  brand/service  of  this  firm  is  reasonably  priced  

• The  brand/service  of  this  firm  offers  value  for  money  based  on  previous  experiences  

• The  brand/service  of  this  firm  is  a  good  product  for  the  price  deducted  by  discounts  

• The  brand/service  of  this  form  is  value  for  money  compared  with  that  of  major  competitors  

• The  choice  of  transacting  with  the  firm  is  a  right  decision  when  price  and  other  expenses  are  considered  

 (Wang  et  al.,  2004)  

• This  game  is  reasonably  priced    

• This  game  offers  value  for  money  based  on  previous  experiences  

   

   

• This  game  offers  value  for  money  compared  to  other  similar  games  

 • The  choice  of  purchasing  this  

game  is  a  right  decision  when  price  and  other  expenses  are  considered  

Table  5

 

4.3.5 Difficulties  and  limitations  

The   initial   framework   for   this   project  was  4  months   but   an  unexpected  

job  offer  that  appeared  towards  the  later  part  of  the  research  limited  the  author’s  

time   flexibility  and  availability,  especially  during   the  vital  part  of  data  analysis.  

The   data   collection   process   was   also   slightly   affected.   Therefore   the   author  

acknowledges  that  this  research  has  limitations  related  to  the  sampling  process  

as   well   as   the   analysis   of   the   findings.   Ideally,   a   confirmatory   factor   analysis  

should  have   followed  the   initial  exploratory  one  but   the   lack  of   time  as  well  as  

appropriate  software  didn’t  allow  for  one.  Moreover,  if  time  constraints  were  not  

an  issue,  qualitative  research  could  have  been  also  employed  at  a  primitive  stage  

of  this  project  in  order  to  provide  more  insights  that  could  be  used  to  feed  in  the  

research  instrument  used.  

Page 46: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  43  

 

4.4 Summary  

This  chapter  has  provided  the  research  methodology  for  this  research  and  

has  justified  why  such  an  approach  was  taken  by  taking  a  detailed  look  and  the  

development  of  the  measures  used.  Taking  into  account  the  aim  of  this  research,  

which   is   to   identify  a  multidimensional  value  measurement   in   the  video  games  

context,   the   use   of   a   quantitative   technique   stemming   form   the   positivist  

paradigm  was   found  most   appropriate.   This   approach   is   somewhat   obligatory  

given   the   nature   of   the   rest   of   the   research   questions   that   this   paper   will   be  

addressing  such  as,   the  different   importance  between  value  dimensions  as  well  

as  the  different  value  perceptions  across  different  customer  segments.  The  data  

analysis   as  well   as   the  major   findings  of   this   research  will   be  presented   in   the  

following  chapter,  in  line  with  the  research  questions.  

Page 47: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  44  

CHAPTER  5 ANALYSIS  AND  FINDINGS  

5.1 Introduction  

In  order  to  examine  whether  the  speculated  value  dimensions  play  have  a  

prominent   role   in   the   context   of   video   games,   and   whether   can   be   grouped  

together  the  author  run  an  Exploratory  Factor  Analysis  (EFA).  The  next  step  was  

to  run  a  reliability  analysis  for  each  individual  component  produced  in  order  to  

ensure   it  can  be  used   for   further  research.  After  assessing  and   interpreting   the  

findings,   the   results   were   used   in   order   to   provide   an   understanding   of   the  

relationship   between   overall   value   and   the   related   dimensions   through   a  

Multivariate  Regression  Analysis.  Finally  using  the  findings  produced,  the  author  

attempted  to  explore  how  value  perceptions  vary  between  consumer  segments  

in  this  particular  context  using  4  one-­‐way  analysis  of  variance  tests.  

 5.2 Exploratory  Factor  Analysis  

5.2.1 Test  results  

The  framework  that  was  adopted  for  this  research  as  well  as  the  setup  of  

the   research   instrument,   suggest   that   a  maximum   of   6   dimensions  will   derive  

from  the  EFA.  For  the  first  analysis  principal  component  analysis  was  used  using  

the   all   the   variables   that   were   used   to  measure   value   dimensions.   As   seen   in  

Appendix  B,  Kaiser-­‐Meyer-­‐Olkin  Measure  of  Sampling  Adequacy  (KMO)  value  is  

above   0.5   indicating   that   factor   analysis   is   appropriate.   Additionally,   in   the  

Communalities   table   of   Appendix   B,   the   extraction   value   of   every   variable   is  

satisfactory  given  that  is  above  the  0.5  mark.    

Page 48: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  45  

As  seen  though  in  the  Rotated  Component  Matrix  in  Appendix  C,  although  

the  grouping  of  variables   for   symbolic  expressive,   cost/sacrifice,   epistemic  and  

social/relational   value   load   appropriately   and   are   inline   with   the   authors  

expectations  and  the  suggestions  from  the  literature,  the  statements  “Excelling  in  

this  game  makes  me  feel  good”  as  well  as  “I  feel  relaxed  when  I  play  this  game”  

load  on  a  separate  factor.  Due  to  the  fact  that  the  former  statement  has  a  loading  

of  -­‐.488  on  the  factor  as  opposed  to  the  later,  which  has  a  .787  loading,  the  factor  

did  not  make  much  sense.  Although  both  items  were  used  to  measure  emotional  

value  and  by  no  means  any  of  these  is  negatively  worded,  the  chance  is  that  the  

majority   of   the   respondents   saw   the   former,   as   a   statement   describing   an  

undesirable  state  (being  happy  because  you  are  a  good  gamer  can  look  socially  

unacceptable   and   “nerdy”).   On   these   grounds   the   item   was   removed   and   the  

analysis  was  run  once  again.  

Surprisingly,  the  Communalities  table  in  the  second  analysis  as  shown  in  

Appendix  D,  indicated  .364  extraction  for  the  item  “I  enjoy  the  pace  of  this  game”  

which   was   incorporated   in   order   to   measure   the   sensory   sub   dimension   of  

experiential/hedonic   value.   As   such   the   analysis   was   run   again   excluding   this  

variable  as  well.  

The   results   of   the   final   Exploratory   Factor   Analysis   are   depicted   in  

Appendix  E,  including  KMO  and  Barlett’s  test,  communalities  table,  total  variance  

table   and   rotated   component   matrix.   KMO   value   was   .773,   exceeding   the  

recommended   value   of   .6   and   the   Barlett’s   Test   of   Sphericity   was   significant,  

supporting   the   factorability   of   the   correlation  matrix.   The   communalities   table  

indicated  sufficient  extraction  levels  and  finally  7  components  with  eigenvalues  

exceeding   1   were   formed,   explaining   13.44%,   12.63%,   11.5%,   10.4%,   8.73%,  

Page 49: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  46  

6.4%   and   4.9%   of   the   variance   respectively.   Combined,   these   components  

explained  a  total  of  68.008%  of  the  variance  (Appendix  E).    

 

 

5.2.2 Interpretation  

A   simple   clear   structure   occurred   for   components   1,   2,   3   and   4  

representing   epistemic   value,   cost/sacrifice   value,   symbolic/expressive   value  

and  social/relational  value  respectively  indicating  high  loadings  of  the  expected  

variables   in  each  case.   In  the  fifth  component  representing  emotional  value  the  

items   “When   I  play   the  game   I  get  excited”,   “I  have   fun  playing   this  game”  and  

“playing  this  game  makes  me  feel  good”  showed  high  loadings,  but  as  mentioned  

earlier  the  participants  responses  on  “I  feel  relaxed  playing  this  game”  indicated  

that   this  affective  state   is  somewhat  different   than  the  rest  desirable  ones.   It   is  

understood   that   the   excitement   or   even   the   adrenaline   rush   that   occurs  when  

someone   actively   engages   in   a   video   game   are   in   a   sense   contrasted   to   this  

emotional   state.   The   extent   to   which   a   video   game   can   provide   relaxation,  

according   to   the   literature   should   fall   under   the   emotional   value   dimension.  

However  the  fact  that  this  item  did  not  load  the  same  way  the  others  did  on  the  

speculated  component  indicates  that  there  is  a  possibility  that  emotional  value  in  

the   case  of   video  games   is  multifaceted,  having  additional   subcomponents   that  

gamers  can  differentiate  from.  Even  without  this  variable  though  the  model  can  

be   considered   acceptable   since   the   remaining  6   components   still   explain  more  

than   60%   of   the   total   variance   (Field,   2003).   Finally   the   variables   used   to  

measure  the  sensory  value  of  video  games  didn’t  load  as  expected  since  only  the  

Page 50: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  47  

items  related   to   the  graphics  and  music  of   the  game  appeared   load  high   in   the  

appropriate   factor  and  the  gameplay  related   item  indicated   lower   loadings  and  

appeared   to   load   in   factors   3   and   5   as  well,   representing   symbolic/expressive  

and  emotional   value   respectively,   creating   a  blur   image  about   this   specific   sub  

dimension.  (Appendix  E).    

 

5.3 Reliability  Analysis  

In  order   to  validate   the   internal   consistency  of  every  scale,  making  sure  

that   the   items   are   measuring   the   same   underlying   construct,   the   reliability  

coefficient  (Cronbach’s  Alpha)  need  to  be  calculated.  The  findings  indicated  that  

scales   measuring   symbolic/expressive,   cost/sacrifice,   epistemic,  

social/relational   as   well   as   emotional   value   are   consistent   since   all   had  

Cronbach’s  Alpha  >  0.7  thus  satisfying  the  required  premise  (Appendix  F).  In  the  

case  of  sensory  value  Cronbach’s  Alpha  was  significantly  lower  than  0.7  (0.531)  

jeopardizing   the   consistency   of   the   scale.   Moreover   the   item   regarding   the  

game’s  graphics  appeared  not  be  sufficiently  correlated  with   the  scale  showing  

that  it  is  likely  to  be  measuring  something  different  (Appendix  F).  

By  the  above  results,  coupled  with  the  fact  that  the  item  related  to  the  “look  

and   feel”   of   games   shows   a   .370   correlation  with   the   item   regarding   a   game’s  

music  we  can  infer  that  in  the  minds  of  gamers  (as  pronounced  by  this  research)  

these  two  elements  are  connected  to  each  other.   In  addition   it   is  observed  that  

even  though  graphics  are  inseparable  part  of  the  gameplay’s  nature,  respondents  

answers  in  this  case  show  that  they  consider  it  as  a  distinct  notion.    

 

 

Page 51: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  48  

5.4 Value  dimensions  

The   findings   regarding   the   way   dimensions   of   value   are   connected   are  

numerous  and  it  is  likely  that  they  appear  to  be  this  way  do  to  the  nature  of  the  

context   they   are   studied   in.   More   specifically,   the   subcomponents   of   the  

Expressive/Hedonic   value   dimensions   seem   to   be   able   to   stand   as   separate  

dimensions   as   indicated   by   the   high   loadings   of   items   in   each   one   of   them  

showing  that  gamers’  can  differentiate  between  them.  Therefore  the  notion  that  

sensory,   emotional,   social/relational   and   epistemic   co-­‐exist   under   the  

experiential/hedonic   value   umbrella   cannot   be   expressed   in   this   context   The  

analysis   showed   that   gamers’   perceptions   regarding   value   dimensions   are  

concrete   and   the   respondents   appear   to   be   able   to   separate   from  one   another  

with  the  exception  of  sensory  value  since  from  the  findings  of  this  project  we  can  

not   confidently   explain  what   this   dimension   includes.  Moreover   it   can   be   said  

that   a   video   game   title   is   not   limited   in   being   able   to   deliver   a   single  

subcomponent  of  Experiential/Hedonic  value  the  same  way  other  more  tangible  

offerings  are  as  they  the  potential  of  value  can  be  strongly  related  to  the  gamer’s  

mind  set.  

 

5.5 Regression  analysis  

5.5.1 Test  results  

As  mentioned  earlier  in  the  methodology  section  the  research  instrument  

included  one  question  regarding  the  overall  value  perceived  by  the  respondents  

so  that  a  multivariate  regression  analysis  can  be  run  in  order  to  identify  to  what  

extent  overall  value  can  be  predicted  by  this  value  dimensions  conceptualization.  

Page 52: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  49  

Additionally  this  analysis  will  indicate  which  of  the  dimensions  identified  by  the  

exploratory  factor  analysis  is  the  strongest  predictor  of  overall  value.    

In  the  analysis  only  the  6  factors  and  the  item  “I  feel  relaxed  when  I  play  

this  game”  were  included.    Table  6  illustrates  both  the  R  square  and  the  adjusted  

R   square   indicating   that   the   model   explains   in   the   best   case,   29.5%   of   the  

variance  and  in  a  more  modest  estimation  only  25.5%.  In  other  words  this  leaves  

70.5%  or  probably  more  unexplained  by  these  factors  variables.  

 

 

 

 

As   shown   in   Anova   table   in   Appendix   G,   the   null   hypothesis   that   R  

squared  equals  0  can  be  rejected  because  the  risk  of  rejecting  it  although  true  is  

less  than  .05.  The  Coefficients  table  shows  that  the  prominent  role  cost/sacrifice  

value   plays   in   determining   the   overall   value   since   the  Beta   coefficient   for   that  

component  is  .306,  the  highest  among  the  rest  with  a  significance  level  of  .000.  

Additionally   emotional   value   appears   to   be   the   second   strongest   predictor  

with  a  Beta  coefficient  of  .246  and  significance  level  of  .006.  Finally  if  we  assume  

a  10%  significance  level  symbolic/expressive  value  can  be  accepted  as  well  since  

its  Bet  coefficient  is  .166,  with  .079  significance.  

A  further  check  was  done  to  identify  whether  there  is  an  acceptable  level  of  

correlation  (>.3)  between  the  three  variables  and  the  overall  value  variable.  

 

Model R R Square Adjusted R Square

Std. Error of the Estimate

1 .543a .295 .255 .608 Table  6  

Page 53: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  50  

5.5.2 Interpretation  

These   findings   indicate   perhaps   one   of   the   best-­‐supported   claim  

regarding  value,  the  fact  that  the  perception  of  the  consumer  about  the  trade-­‐off  

that   takes   place   as   he  moves   along   the   consumption   cycle   of   an   offering   is   of  

major   importance   when   determining   the   overall   value   the   given   customer  

perceives.  This  is  no  exception  in  the  case  of  video  games.  Another  point  that  can  

be  made  stemming  form  the  findings  of  this  research,  is  that  the  level  of  positive  

feelings  such  as  the  excitement  and  fun  video  games  can  create  for  the  consumer,  

are  significantly  more  important  than  the  sensory,  social  or  epistemic  aspects  of  

games  in  generating  value  for  them.  

 

 

5.6 Value  perceptions  across  gaming  levels  

5.6.1 Overall  value  and  playtime  

Having   established   an   idea   of   how   some   specific   value   dimensions  

influence  affect  the  gamer’s  overall  value  perceptions  the  next  step  of  this  to  try  

and  identify  whether  individual  value  perceptions  differ  across  different  types  of  

gamers.   In   order   to   do   so   new   variables   were   computed   on   the   basis   of   the  

findings   that   came   from   the   exploratory   factor   analysis   run   previously.   In   the  

first   case   different   play   time   of   users   are   compared   against   specific   value  

dimensions  identified  by  this  research.  In  order  to  be  able  to  go  through  such  a  

comparison,   since   users   were   asked   to   specify   how   many   hours   they   spent  

playing   video   games   per   week   with   a   single   number,   this   variable   had   to   be  

recoded  in  order  to  come  up  with  an  ordinal  scale  that  can  be  used  to  compare  

Page 54: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  51  

the   segments’   different   means.   This   was   also   done   since   the   range   of   hours  

denoted  by  the  respondents  was  between  1-­‐50  with  many  different  variations  in  

between.  As  such  the  author  decided  to  group  the  respondents  according  to  their  

playtime.    

The  subjects  where  divided  into  5  groups  as  indicated  below.  

• Group  1:  1-­‐10  hours  

• Group  2:  11-­‐20  hours  

• Group  3:  21-­‐30  hours  

• Group  4:  31-­‐40  hours  

• Group  5:  41-­‐50  hours  

Initially   a   one-­‐way   analysis   of   variance   was   conducted   to   explore   the  

impact  of  levels  of  playtime  on  the  level  of  overall  value.    The  hypothesis  of  equal  

variances   appeared   to   be   violated   so   the   Brown-­‐Forsythe   test   of   equality   of  

means  was  also  conducted  in  order  to  ensure  it  is  not.    The  analysis  indicated  a  

statistically  significant  difference  at  the  p<.05  level  in  overall  value  scores  for  the  

5   groups.   More   specifically,   post-­‐hoc   comparisons   showed   that   group   1   was  

statistically   significant   form   all   4   remaining   groups.   The   remaining   4   groups  

were  not  significantly  different  from  each  other.    

Table  7  illustrates  the  respective  mean  scores  for  each  of  the  5  groups.  It  

is  worth  mentioning  that  group  1,  consisting  of  somehow  casual  gamers  shows  

considerably  lower  mean  scores  that  the  rest  of  the  groups  and  as  indicated  from  

their   responses,   the   characterization   they  gave   for   the   level  of   value   this  game  

holds  to  them  revolves  around  “Adequate”.  Assuming  that  the  respondents  were  

referring   to   the   game   they  mostly   played   the   past   year  we   can   speculate   that  

Page 55: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  52  

respondents  under  group  1  were  not  thrilled  by  this  game  but  in  the  same  time  

that  they  didn’t  expect  to  be  either.    

 

 

Table  7;  Overall  Value  mean  scores  

Groups   N   Mean  

(1)  1-­‐10   70   3.33  

(2)  11-­‐20   27   4.37  

(3)  21-­‐30   14   4.36  

(4)  31-­‐40     10   4.40  

(5)  41-­‐50     11   4.45  

 

5.6.2 Cost/Sacrifice  value  and  playtime  

As  proved  earlier  in  this  research,  based  on  the  analysis  done  to  the  data  

collected,   the   cost/sacrifice   dimension   of   value   is   the   strongest   predictor   of  

overall  value  for  video  games.  In  an  attempt  to  examine  whether  different  levels  

of   playtime   affect   consumer’s   perceptions   regarding   cost/sacrifice   value,   a  

second  one-­‐way  between  groups   analysis   of   variance  was   conducted  using   the  

same  groups  identified  previously.    

As  the  assumption  for  the  homogeneity  of  variances  was  not  violated  (as  

indicated   in   Appendix   I)   the   analysis   of   variance   indicated   a   statistically  

significant  difference  at  the  p<.05  level  in  the  cost/sacrifice  dimension  between  

the   5   groups.   The   post-­‐hoc   comparisons   in   this   case   indicated   that   the   mean  

score   for   group  1   is   significantly   different   from   those   of   group  2   and   group  3.  

Moreover,  the  mean  score  of  group  5  was  found  to  be  significantly  different  from  

Page 56: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  53  

those  of  group  2  and  3  as  well.  Finally  group  4  didn’t  appear  to  be  significantly  

different  than  any  of  the  rest  of  the  groups.  A  summary  of  the  statistical  findings  

for  this  analysis  can  be  found  in  Appendix  I.  

In  Table   8   the   fluctuation   of  mean   scores   for   cost/sacrifice   value   as  we  

move  from  casual  to  hardcore  gamers  is  depicted.    

Table  8;  Cost/Sacrifice  mean  scores  across  playtime  

 

What   can   be   concluded   by   these   findings   is   that   people,   who   are   just  

playing   games   occasionally,   have   been   enjoying   high   levels   of   value   deriving  

from   this   dimension.   Given   the   significant   difference   of   the   mean   scores   of  

groups  2  and  3  with  the  rest  of  the  groups,  one  can  argue  that  consumers  that  fall  

on   these   categories   do   not   consider   that   they   are   not   favored   by   the   trade   off  

related   to   their   video   games   experience.     Further  more,   hardcore   gamers  who  

spend   lots   of   hours   playing   games,   are   perceiving   the   associated   trade-­‐off  

positively.  It  is  likely  that  in  order  to  experience  the  benefits  deriving  from  some  

video  games,  one  needs   to  either  be  dedicated   to   them  or  see   them  as  a  minor  

leisure  activity.  Sometimes   in  games  where   lot  of   time  and  effort   is  required   in  

order  to  advance  (game  wise),  players  that  can  not  afford  to  spent  the  required  

time  feel  somehow  in  a  disadvantageous  position  compared  to  hardcore  players.  

Groups   N   Mean  

(1)  1-­‐10   70   3.75  

(2)  11-­‐20   27   2.84  

(3)  21-­‐30   14   2.82  

(4)  31-­‐40   10   3.22  

(5)  41-­‐50   11   3.88  

Page 57: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  54  

This   case   is   particularly   common   in   cases  where   the  multiplayer  mode   of   the  

game   is   related   to   some   sort   of   progression  or   achievements.  Having   said   that  

and  assuming  the  mean  scores  on  overall  value  indicated  in  Table  7  the  author  

argues   that  what   drives   these   specific   segments’   assessments   of   value,   is  most  

likely  to  be  stemming  form  a  different  value  dimension  such  as  emotional  value.  

As   such   these   people   spending   average   time   in   playing   video   games   are   not  

driven   by   their   need   to   minimize   the   sacrifices   related   with   their   gaming  

experience  and  are  balancing  the  get  component  of  the  trade-­‐off  with  other  value  

dimensions.  

 

5.6.3 Emotional  value  and  playtime  

The  results  of  the  regression  analysis  indicated  that  emotional  value  is  the  

second  strongest  predictor  of  overall  value  in  this  value  conceptualization  setup.  

Taking  that  into  account  a  third  one-­‐way  analysis  of  variance  was  run  in  order  to  

explore  whether   and  how   the  perceptions  of   consumers   regarding   this   type  of  

value   are   affected   when   the   consumer’s   playtime   changes.   Using   the   same  

consumer   groups,   the   analysis   was   conducted   and   proved   a   statistically  

significant   difference   at   the   p<.05   level   for   emotional   value   between   the   5  

groups.  the  post-­‐hoc  comparison  test  indicated  that  the  mean  score  for  group  1  

was  significantly  different  from  the  rest  of  the  groups.  Groups  2-­‐5  did  not  differ  

significantly  from  one  another.  These  findings  are  presented  in  Appendix  J.  

Table   9   illustrates   the   different  mean   scores   of   the   groups   for   emotional  

value   sub   dimension.   An   interesting   finding   from   this   analysis   relates   to   the  

differences  in  perceptions  of  what  was  described  earlier  as  casual  gamers.  This  

Page 58: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  55  

group  of  people  appears  to  be  scoring  significantly  lower  than  the  rest  4  groups  

when   the   emotional   dimension   of   value   is   considered.   Taking   into   account  

previous  analysis,   the  author  argues   this  can  constitute   the  reason  why  overall  

value  scores  for  this  group  is  considerably  lower.  

 

 

 

Groups   N   Mean  

1-­‐10   70   3.35  

11-­‐20   27   3.95  

21-­‐30   14   4.16  

31-­‐40   10   4.26  

41-­‐50   11   4.30  

Table  9;  Emotional  Value  mean  scores  

Page 59: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  56  

5.7 Value  perceptions  across  preferred  genre  

 Given   that   the   analysis   done   on   both   overall   as   well   as   emotional   value  

with  respect  to  preferred  video  game  genre  did  not  provide  any  significant  and  

respectable   findings,   this  part  of   the  analysis  will   solely   focus  on  cost/sacrifice  

value.  It  needs  to  be  noted  that  very  few  observations  for  the  genres:  “Fighting”,  

“Maze”,   “Racing”,   “Puzzle”   and   “Adventure”   have   occurred   and   thus   the   author  

does  not  expect  any   robust   findings   regarding   this   specific   types  of   games  and  

gamers.   Table   10   provides   the   percentage   of   respondents   for   each   genre  

category.  

 

Table  10  

 

             

5.3  1.5  

5.3   3.8  

23.5  

22.7  

23.5  

12.9  

1.5  

Video  Game  Genres  

Adventure  

Fighting  

Puzzle  

Racing  

Role-­‐Playing  

Sports  

Strategy  

Action/Shooting/Stealth  

Maze  

Page 60: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  57  

5.7.1 Cost/Sacrifice  value  

On  the  same  grounds  as  the  previous  tests,  a  one-­‐way  analysis  of  variance  

was  conducted  in  order  to  examine  the  effect  of  the  9  different  game  genres  on  

customer   perceptions   regarding   cost/sacrifice   value.     The   analysis   indicated   a  

statistically   significant   difference   at   the   p<.05   level   in   the   cost/sacrifice  

dimension  of  value  for  the  9  groups.  The  post-­‐hoc  comparisons  indicated  that  the  

mean   score   for   consumers   that   prefer   strategy   games   significantly   differ   from  

the   groups   that   prefer   sports   and   role-­‐playing   games.   The   differences   in   the  

mean  scores  between  the  rest  of  the  groups  were  not  statistically  significant.  The  

tables  in  Appendix  K  summarize  the  output  of  this  test.  

 

Table  11  illustrates  the  mean  scores  for  cost/sacrifice  value  for  the  3  game  

genres   that   have   significant   differences.   The   differences   between   Role-­‐playing  

games  and  sports  are  not  significant.      

Game  genre   N   Mean  

Role-­‐playing  games   31   2.77  

Sports   30   3.26  

Strategy   31   4.20  

Table  11;  Cost/sacrifice  value  mean  scores  across  game  genres  

 Taking   into   consideration   the   results   from   the   analysis,   it   can   be   argued  

that   for   the   segment   of   consumers   that   prefer   strategy   games,   cost/sacrifice  

value  perception  levels  are  considerably  high.  Coupling  this  fact  with  the  distinct  

characteristics  of   this   type  of  games  an   important  assumption  can  be  made.  By  

reflecting  on  the  description  of  role-­‐playing  games  provided  in  the  beginning  of  

this  paper,  we  should  note  that  nowadays  the  majority  of  these  games  is  offered  

Page 61: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  58  

in   an   online   setting   and   has   become  what   is   termed   as  MMORPG’s   (Massively  

multiplayer  online  role-­‐playing  games).  In  the  majority  of  occasions,  the  user  is  

required  to  pay  a  monthly  fee  in  order  to  be  able  to  get  online  an  play  this  types  

of  games.  As  such,  these  gamers  are  likely  to  be  more  interested  in  the  affective  

states  they  experience  while  playing  games  and  this  is  what  guides  their  actions  

and  selection  of  games.    Moving  on  to  sports  games,  it  is  important  that  updated  

versions  of  these  titles  are  launched  every  calendar  year  and  it  has  become  sort  

of  a  tradition  for  video  game  developing  firms  to  do  so  with  no  exceptions  (even  

if  the  changes  in  the  games  features  and  specifications  are  minute).  Additionally  

such  companies  have  tried  to  broaden  this  specific  product  range  they  offer  by  

developing   2   or   even   3   similar   titles   (Football   games   for   example)   in   order   to  

benefit  from  this  tradition.  Having  said  that  it  can  be  concluded  that  this  is  likely  

to  be  the  reason  why  these  segments  perceptions  regarding  cost/sacrifice  value  

are  significantly  lower  than  the  strategy  one.  Gamers  sometimes  feel  obligated  to  

by   the   newest   title   and   if   the   game   does   not   fit   their   expectations   or   the  

improvements  in  it  are  not  easily  noticeable  tend  to  consider  buying  them  a  bad  

choice.  This  is  contrasted  with  strategy  games  since  all  of  them  are  subject  to  a  

one-­‐time   fee   and   the  product   cycle   in   this   case   tends   to   be   significantly   larger  

than   in   sports  games.     If  we  consider   these   results   taking   into  account   the   fact  

that  the  respondents  were  assessing  the  game  they  mostly  played  the  past  year  

we   can   assume   that   customers   favoring   strategy   games   are   more   conscious  

about  minimizing  the  sacrifices  related  and  their  overall  value  means  are  high  as  

well  as  depicted  in  Table  12.  

 

 

Page 62: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  59  

 

 

Table  12;  Means  for  overall  value  

Genre   Mean  

Role-­‐playing  games   4.00  

Sports     3.53  

Strategy     4.35  

 

 

 5.8 Limitations  and  Summary  

 

It   is   important   to   note   that   one   of   the   assumptions  when   using   one-­‐way  

analysis   of   variance   is   the   normality   of   the   data   concerning   the   dependent  

variables.   As   in   this   case   the   assumption   was   violated   the   accuracy   of   the  

findings  can  be  under  question.  Another  issue  related  with  the  analysis  is  the  low  

R  squared  value  that  derives   from  the   linear  regression  and  describes  that   this  

composition  of  constructs  does  not  explain  more  than  30%  of  the  variance  in  the  

overall  value.  This  leaves  a  significant  room  for  improvement,  as  there  is  a  high  

probability  that  other  variables  can  explain  a  more  satisfactory  percentage  of  the  

variance.   Nevertheless   this   analysis   highlights   the   importance   of   cost/sacrifice  

and   emotional   value   in   overall   value   perceptions.   Moreover   an   interesting  

finding  regarding  the  difference  of  the  low  usage  segment  in  terms  of  emotional  

as  well  as  overall  value  compared  to  other  segments  that  dedicate  more  time  in  

playing  video  games.  Building  upon  the  above  fact  the  author  argues  that  limited  

playtime   is   likely   to   be   preventing   casual   gamers   from   experiencing   the   full  

Page 63: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  60  

potential  of  what  a  game   title  offers.  On  another  respect   such  users,  given   that  

they   can   consider   gaming   a   side   leisure   activity   to   which   they   do   not   attach  

significant  importance  so  they  do  not  seek  for  any  of  the  variables  stressed  out  

here.   It  seems  like  this  bit  of   information  can  assist  companies  in  targeting  this  

specific  segment  whose  percentage  in  the  overall  video  game  market  appears  to  

be  growing.  

Page 64: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  61  

CHAPTER  6 CONCLUSION  &  FUTURE  RESEARCH  

6.1 Conclusion  

As  presented  in  the  second  chapter  of  this  paper  the  video  games  industry’s  

future   is   considered  very  promising.  The   growth   is   coming  back   and   generally  

speaking  video  game  development  companies’  customer  bases  that  have  already  

broaden   the   past   few   years   are   expected   to   so   in   the   years   to   follow.   This  

presents   firms   with   the   challenge   of   finding   means   to   enhance   their   value  

propositions,   giving   their   customers   the   potential   to   experience   appropriate  

value  gains.  Assuming  that  the  average  gamers  profile  is  gradually  changing  over  

time   it   is   imperative   for   video   game   companies   to   be   able   to   understand   the  

requirements   of   the   different   segments   that   exist   in   the   market   so   that   their  

selection  better  fits  their  competencies  and  skill  sets.    One  of  the  insights  related  

to   this  domain  and  pronounced  by   the   findings  of   this  paper,   is   the  perceptual  

difference   in   overall   and   emotional   value   between   casual   gamers   who   spend  

minimal   time   playing   video   games   and   gamers   that   spend  more   than   dedicate  

more  than  10  hours  per  week  in  gaming  activities.    

As   far   as   the   cost/sacrifice   dimension   is   concerned,   people   spending  

average  to  high  time  gaming,  do  not  seem  to  perceive  the  cost/sacrifice  type  of  

value  the  same  way  casual  and  extremely  passionate  gamers  do.  These  types  of  

consumers,  do  not  consider  the  trade-­‐off  between  what  they  give  and  what  they  

get  as  being  favorable  towards  them,  but  this  does  not  majorly  affect  them  since  

choose  titles  on  the  basis  of  value  dimensions  other  than  cost/sacrifice  

 

 

Page 65: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  62  

6.2 Directions  for  future  research  

As   far   as   further   research   is   concerned,   a   different   approach   using   an  

alternative   conceptual   basis   is   likely   to   deliver   insightful   information   on   the  

predictive   ability   of   individual   value   dimensions   towards   overall   value.  

Furthermore  a  study  with  a  significantly   larger  scale  can  provide   the  means   to  

develop  a   robust  and  accurate  value  measurement  regarding  video  games.  The  

author  also  believes  that  further  insights  are  to  be  gained  by  research  focusing  in  

a  specific  video  games  genre  so  the  findings  can  become  more  concrete  and  can  

lead   to   actionable  marketing   strategies   for   targeting   specific   customer   groups.  

Moreover   a   research   focusing   on   a   broader   age   group   having   a   representative  

sample  can  provide  information  that  can  be  generalized  and  applied  further.    

 

Page 66: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐i  

 

REFERENCES    

Bagozzi,   R.   P.   (1975),   ‘Marketing   as   Exchange’,   Journal   of   Marketing,  

39(October),  32-­‐39.  

Banks,  J.  and  Potts,  J.  (2010),  ‘Co-­‐creating  games:  a  co-­‐evolutionary  

analysis’,  New  media  and  society,  12(2),  253-­‐270.  

Bradley,  N.  (2010),    “Marketing  Research  –  Tools  and  Techniques“,  Oxford  

University  Press,  Oxford.  

Bryant,  C.  G.  A.  (1985),  Positivism  in  Social  Theory  and  Research,  

Macmillan  Publishers  LTD,  London.  

Burns,  M.  J.,  and  Woodruff,  R.  B.  (1992),  ‘  Delivering  Value  to  Consumers:  

Implications  for  Strategy  Development  and  Implementation.’  In  Allen,  C.  T.,  

Madden,  T.  J.,  Shimp,  T.  A.,  Howell,  R.  D.,  Zinkhan,  G.  M.,  Heisley,  D.  D.,  Semenik,  R.  

J.,  Dickson,  P.,  Zeithaml,  V.,  and  Jenk,  R.  L.  (Eds)  Marketing  Theory  and  

Applications,  Chicago:  American  Marketing  Association,  209-­‐216.  

Cohen,   L.   and  Maldonado,   A.   (2007),   "Research  Methods   In   Education",  

British  Journal  of  Educational  Studies  55  (4),  9.  

Dodds,   W.B.   and   Monroe,   K.B.   (1985)   “The   Effect   of   Brand   and   Price  

Information  on  Subjetive  Product  Evaluations”,  Advances  in  Consumer  Research  

12(1),  85–90.  

Dodds,  W.  B.,  Monroe,  K.  B.,  and  Grewal,  D.  (1991),  “Effects  of  Price,  Brand,  

and   Store   Information   on   Buyers'   Product   Evaluations”   Journal   of   Marketing  

Research  28  (August),  307-­‐319.  

Page 67: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐ii  

Entertainment   Software   Association   (2012)   “Essential   facts   about  

computer   and   video   game   industry”.   [Online]   Available   at:  

http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf   (Accessed:   20   August  

2012)  

Euromonitor  (2011)  World  market  for  Video  Games  Software:  Overview.  

London:   Euromonitor   International.   Global   Market   Information   Database    

[Online]   Available   at:   <http://www.portal.euromonitor.com>   (Accessed:   20  

August  2012).  

Field,  A.   (2003)  Discovering  Statistics  using  SPSS   for  Windows.   London:  

Sage.  

Gardial,  F.  S.,  Clemons,  D.  S.,  Woodruff,  R.  B.,  Schumann,  D.  W.,  and  Burns,  

M.  J.  (1994),  'Comparing  Consumers'  Recall  of  Prepurchase  and  Postpurchase  

Product  Evaluation  Experiences',  Journal  of  Consumer  Research,  20(March),  

548-­‐560.  

Grönroos,  C.  (1994),  ‘From  marketing  mix  to  relationship  marketing.  

Toward  a  paradigm  shift  in  marketing’,  Management  Decision,  32(2),  4-­‐32.  

Grönroos,   C.   (1997),   “Value-­‐driven   relational  marketing:   From  products  

to  resources  and  competencies”  Journal  of  Marketing  Management,  13,  407–419.    

Gutman,   J.   (1982),   “A   Means-­‐end   Chain   Model   Based   on   Consumer  

Categorization  Processes”  Journal  of  Marketing  46  (Spring),  60-­‐72.  

Hallebone,  E.  and  Priest,  J.  (2009),  Business  &  Management  Research,  

Palgrave  Macmillan,  London.  

Heskett,  J.  L.,  Jones,  T.  O.,  Loveman,  G.  W.,  Sasser,  W.  E.,  and  Schlesinger,  L.  

A  (1994),  “Putting  the  service-­‐profit  chain  to  work”,  Harvard  Business  Review,  

March-­‐April,  164-­‐174.  

Page 68: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐iii  

Holbrook,  M.  B.  (1994).  “The  nature  of  consumer  value”  In  R.  T.  Rust,  &  R.  

L.   Oliver   (Eds.),   Service   quality:   new   directions   in   theory   and   practice.   Sage:  

Newbury  Park,  CA.  

Holbrook,  M.  B.   (1996),   Customer   value—A   framework   for   analysis   and  

research.  In  K.  P.  Corfman  &  J.  G.  Lynch  Jr.  (Eds.),  Advances  in  consumer  research,  

vol.  23  (pp.  138–142).  Provo,  UT:  Association  for  Consumer  Research.  

Holbrook,  M.  B  (2005),  “Customer  Value  and  Autoethnography:  Subjective  

Personal  Introspection  and  the  Meanings  of  a  Photograph  Collection”,  Journal  of  

Business  Research,  58  (1),  45–61.  

Holbrook,  M.   B.   (2006),   “Consumption   Experience,   Customer  Value,   and  

Subjective  Personal  Introspection:  An  Illustrative  Photographic  Essay”,  Journal  of  

Business  Research  59  (June),  714-­‐725.  

Huber,  F.,  Herrmann,  A.,  and  Morgan,  R.  E.  (2001),  ‘Gaining  competitive  

advantage  through  customer  value  oriented  management’,  Journal  of  Consumer  

Marketing,  18(1),  41-­‐53.    

Khalifa,  A.S.   (2004)  “Customer  Value:  A  Review  of  Recent  Literature  and  

an  Integrative  Configuration”,  Management  Decision  42(5–6),  645–66.  

Ledden,  L.,  and  Kalafatis  S.  P.  (2010),  ‘The  impact  of  time  on  perceptions  

of  educational  value’,  International  Journal  of  Public  Sector  Management,  23(2),  

141-­‐157.      

McDaniel,   C.   and   Gates,   R.   (2010),   “Marketing   Research”,   John  Wiley   &  

Sons  Inc,  New  Jersey.  

McDougall,   G.H.G.   and   Levesque,   T.   (2000),   “Customer   Satisfaction  with  

Services:   Putting   Perceived   Value   into   the   Equation”,   The   Journal   of   Services  

Marketing  14(5),  392–410.  

Page 69: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐iv  

Mcvuk   (2010),   Handheld   piracy   worth   £29bn.   [ONLINE]   Available   at:  

http://www.mcvuk.com/news/read/handheld-­‐piracy-­‐worth-­‐29bn/08193.  

[Accessed  22  August  12].  

Parasuraman,   A.   (1997)   “Reflections   on   Gaining   Competitive   Advantage  

through   Customer   Value”,   Journal   of   the   Academy   of  Marketing   Science   25(2),  

154–61.  

Park,  C.  W.,  Jaworski,  B.  J.,  and  Maclniss,  D.  J.  (1986),  ‘  Strategic  Brand  

Concept-­‐Image  Management’,  Journal  of  Marketing,  50(4),  135-­‐145.  

Payne,  A.F.,  Storbacka,  K.  and  Frow,  P.  (2008),  “Managing  the  co-­‐creation  

of  value”,  Journal  of  the  Academy  of  Marketing  Science,  36  (1),  83-­‐96.  

Prahalad,  C.  K.,  and  Ramaswamy,  V.  (2004),  ‘Co-­‐creation  Experiences:  The  

next  practice  in  value  creation’,  Journal  of  Interactive  Marketing,18(3).  

Pura,  M.   (2005),   "Linking   perceived   value   and   loyalty   in   location-­‐based  

mobile  services",  Managing  Service  Quality,  15  (6),  509-­‐538.  

Ravald,  A.  and  Grönroos,  C.  (1996),  “The  Value  Concept  and  Relationship  

Marketing”,  European  Journal  of  Marketing,  30(2),  19-­‐30.  

Sánchez-­‐Fernández,  Raquel,   and  M.  Ángeles   Iniesta-­‐Bonillo   (2007),   “The  

Concept   of   Perceived   Value:   A   Systematic   Review   of   the   Research”,   Marketing  

Theory  7  (December),  427-­‐451.  

Sheth,   J.N.,  Newman,  B.I.  and  Gross,  B.L.   (1991),   “Why  We  Buy  What  We  

Buy:   A   Theory   of   Consumption   Values”,   Journal   of   Business   Research,   22(2),  

159–170.  

Sigala,   M.   (2006),   “Mass   customization   implementation   models   and  

customer   value   in  mobile   phones   services:   preliminary   findings   from   Greece.”  

Managing  Service  Quality,  16  (4),  395-­‐420.  

Page 70: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐v  

Smith,  J.  B.  and  Colgate,  M.  (2007),  “Customer  Value  Creation:  A  Practical  

Framework”,  Journal  of  Marketing  Theory  &  Practice,  15  (1),  7-­‐23.  

Sweeney,  J.  C.,  and  Soutar  G.  N.    (2001),  “Consumer  Perceived  Value:  The  

Development  of   a  Multiple   Item  Scale”,   Journal  of  Retailing  77   (Summer),  203-­‐

220.  

Sweeney,   J.C.,   Soutar,   G.N.   and   Johnson,   L.W.   (1999),   “The   Role   of  

Perceived   Risk   in   the   Quality–Value   Relationship:   A   Study   in   a   Retail  

Environment”,  Journal  of  Retailing  75(1),  77–105.  

Thorpe,   R.   and   Holt,   R.   (2008),   The   SAGE   Dictionary   of   Qualitative  

Management  Research.  London:  SAGE  publications  Ltd.  

Turel,  O.,  Serenko,  A.,  and  Bontins,  N.  (2009),  ‘User  acceptance  of  hedonic  

digital  artifacts:  A  theory  of  consumption  values  perspective’,  Information  &  

Management,  47,  53-­‐59.    

Vargo,  S.  L.,  &  Lusch,  R.  F.  (2004),  “Evolving  to  a  new  dominant   logic   for  

marketing”,  Journal  of  Marketing,  68,  1–17.  

Vargo,   S.   L.   and  Lusch,  R.  F.   (2008),   “Service-­‐dominant   logic:  Continuing  

the  evolution”,  Journal  of  the  Academy  of  Marketing  Science  36(1),  1–10.  

Wang,  Y.,  Lo,  H.  P.,  Chi,  R.,  and  Yang,  Y.  (2004),"An  integrated  framework  

for  customer  value  and  customer-­‐relationship-­‐management  performance:  a  

customer-­‐based  perspective  from  China",  Managing  Service  Quality,  14(2),  169-­‐

182.    

Woodall,   T.   (2003),   “Conceptualization   ‘Value   for   the   Customer’:   An  

Attitudinal,   Structural   and   Dispositional   Analysis,”   Academy   of   Marketing  

Science  Review,  12,  1-­‐42.  

Page 71: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  6.2-­‐vi  

Woodruff,  R.  B.  (1997),  “Customer  value:  The  next  source  for  competitive  

advantage”,  Journal  of  the  Academy  of  Marketing  Science,  25(2),  139–153.  

Woodruff,   R.   B.,   and   Gardial,   S.   F.   (1996),   Know   Your   Customer:   New  

Approaches  To  Understanding  Customer  Value  and  Satisfaction.  Cambridge,  MA:  

Blackwell  Publications.  

Zeithaml,  V.  A.  (1988),  Consumer  perceptions  of  price,  quality,  and  value:  

A  means–end  model  and  synthesis  of  evidence.   Journal  of  Marketing,  52(3),  2–

22.  

 

Page 72: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  A-­‐1  

Appendix  A    Video  Games  survey  

 Please  complete  this  two-­‐page  questionnaire  by  selecting  the  appropriate  boxes  

How  many  hours  do  you  spend  playing  video  games  per  week?*  

____________________________________________ What  is  your  preferred  game  genre?*  

( ) Adventure (Myst, Resident Evil, Silent Hill, Portal, etc) ( ) Fighting (Tekken, Mortal Kombat, etc) ( ) Puzzle (Tetris, Angry Birds, Dr. Mario, etc) ( ) Racing (Need for Speed, Gran Turismo, etc) ( ) Role Playing (Dungeons & Dragons, Final Fantasy, Diablo, World of Warcraft, etc) ( ) Sports (FIFA, Virtual Tennis, NBA, etc) ( ) Strategy (Age of Empires, Civilization, Warcraft, Starcraft, etc) ( ) Action/Shooting/Stealth (Call of Duty, Battlefield, Splinter Cell, GTA, etc) ( ) Maze (Pac man, etc)

Do  you  prefer  online  or  offline  games?*  

( ) Online ( ) Offline

Name  the  game  title  you  mostly  played  in  the  past  year  and  indicate  your  level  of  agreement  with  the  following  statements  related  to  it   I  enjoy  the  graphics  in  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  like  the  amount  of  practice  it  takes  to  master  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

The  look  and  feel  of  this  game  is  something  I  enjoy*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

 

Page 73: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  A-­‐2  

I  enjoy  the  pace  of  this  game*  ( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

When  I  play  this  game  I  get  excited*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

Playing  this  game  helps  me  to  meet  like-­‐minded  people*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  have  fun  playing  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

Excelling  in  this  game  makes  me  feel  good*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

The  choice  of  purchasing  this  game  is  a  right  decision  when  price  and  other  expenses  and  effort  are  considered*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  enjoy  the  music  in  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

 

Page 74: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  A-­‐3  

 I  like  competing  against  other  players*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

Playing  this  game  makes  me  feel  good*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  enjoy  playing  in  teams/groups*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  like  that  this  game  has  different  features  compared  to  other  games*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  like  that  one  needs  to  figure  out  how  the  game  works*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  offers  value  for  money  compared  to  previous  experiences*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  feel  I'm  part  of  a  wide  social  group  when  I  play  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

 

Page 75: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  A-­‐4  

   This  game  reflects  my  personality*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  challenges  me  intellectually*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  is  reasonably  priced*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  feel  relaxed  when  I  play  this  game*  ( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

The  way  I  play  this  game  shows  my  competitive  side*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  is  value  for  money  compared  to  other  similar  games*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

I  learned  new  things  playing  this  game*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

Page 76: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  A-­‐5  

   I've  associated  this  game  with  pleasant  memories*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  means  a  lot  to  me*  

( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

This  game  allows  me  to  show  my  skills*  ( ) Strongly disagree ( ) Disagree ( ) Neutral ( ) Agree ( ) Strongly agree

Overall,  how  would  you  rate  the  value  this  game  holds?*  

( ) Poor ( ) Fair ( ) Adequate ( ) Good ( ) Excellent  

Please  fill  in  the  following  demographic  information   Gender  

( ) Male ( ) Female

Age  

( ) 18-24 ( ) 25-34 ( ) 35-44 ( ) 45-54 ( ) 55-64 ( ) 65+

Education  level  

( ) Graduated high school or equivalent ( ) Certificate/diploma ( ) Bachelor's degree ( ) Post-graduate degree ( ) Doctorate ( ) Other

Page 77: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  B-­‐6  

Appendix  B  

KMO and Bartlett's Test Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .763

Approx. Chi-Square 1448.579 df 351 Bartlett's Test of Sphericity Sig. .000

   

Communalities Initial Extraction I enjoy the music in this game

1.000 .796

The look and feel of this game is something I enjoy

1.000 .591

I enjoy the graphics in this game

1.000 .681

I enjoy the pace of this game

1.000 .702

When I play this game I get excited

1.000 .699

I have fun playing this game

1.000 .683

Playing this game makes me feel good

1.000 .577

I feel relaxed when I play this game

1.000 .725

Excelling in this game makes me feel good

1.000 .575

Playing this game helps me to meet like-minded people

1.000 .688

I like competing against other players

1.000 .661

I enjoy playing in teams/groups

1.000 .609

I feel I'm part of a wide social group when I play this game

1.000 .652

Page 78: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  B-­‐7  

I like that this game has different features compared to other games

1.000 .724

I like that one needs to figure out how the game works

1.000 .640

I like the amount of practice it takes to master this game

1.000 .668

I learned new things playing this game

1.000 .718

This game challenges me intellectually

1.000 .731

This game is reasonably priced

1.000 .745

This game offers value for money compared to previous experiences

1.000 .813

This game is value for money compared to other similar games

1.000 .766

The choice of purchasing this game is a right decision when price and other expenses and effort are considered

1.000 .708

This game reflects my personality

1.000 .645

I've associated this game with pleasant memories

1.000 .609

This game means a lot to me

1.000 .710

The way I play this game shows my competitive side

1.000 .703

This game allows me to show my skills

1.000 .663

               

Page 79: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  C-­‐8  

     

Appendix  C    

 Rotated Component Matrixa

Component

1 2 3 4 5 6 7 8 I enjoy the music in this game

.082 -.026 .240 .140 -.093 .650 .507 -.156

The look and feel of this game is something I enjoy

.198 .245 .266 -.044 .241 .236 .553 -.003

I enjoy the graphics in this game

-.094 .201 -.030 .011 .259 .735 -.152 -.013

I enjoy the pace of this game

-.103 .108 .051 .128 .259 -.169 .750 .054

When I play this game I get excited

.074 .056 .171 .198 .754 .062 .192 .108

I have fun playing this game

-.053 .034 .135 .005 .801 .007 .131 -.042

Playing this game makes me feel good

-.017 .050 .243 .162 .628 .112 .048 .283

I feel relaxed when I play this game

-.026 -.013 .168 -.043 .273 -.020 -.010 .787

Excelling in this game makes me feel good

.177 .209 .305 .020 .382 .230 -.084 -.448

Playing this game helps me to meet like-minded people

.256 .057 .219 .729 -.065 .045 -.005 .184

Page 80: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  C-­‐9  

I like competing against other players

-.020 .041 .111 .784 .125 -.052 -.007 -.112

I enjoy playing in teams/groups

-.056 .007 .047 .706 .291 .056 .069 -.116

I feel I'm part of a wide social group when I play this game

.069 .102 .088 .786 -.016 .029 .085 .052

I like that this game has different features compared to other games

.821 -.091 .101 .026 -.023 .147 .087 .048

I like that one needs to figure out how the game works

.755 .110 .149 -.015 -.118 -.062 .071 -.115

I like the amount of practice it takes to master this game

.716 .047 .040 -.106 .153 -.259 .032 -.222

I learned new things playing this game

.824 .061 .075 .088 .092 .015 -.108 .039

This game challenges me intellectually

.821 -.009 .042 .183 -.053 .077 -.032 .105

This game is reasonably priced

.029 .857 .029 -.016 -.013 .075 .015 .051

This game offers value for money compared to previous experiences

.056 .883 .058 .097 .098 .040 .066 -.043

Page 81: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  C-­‐10  

This game is value for money compared to other similar games

.006 .866 .118 .028 .034 .008 .025 -.005

The choice of purchasing this game is a right decision when price and other expenses and effort are considered

.004 .806 .145 .113 .051 .034 .118 -.079

This game reflects my personality

.189 .219 .675 .112 .132 .136 .098 .221

I've associated this game with pleasant memories

.046 .075 .719 .077 .148 .045 .195 .125

This game means a lot to me

.221 .030 .757 -.001 .162 .239 .040 .046

The way I play this game shows my competitive side

-.120 .116 .605 .313 .125 -.382 -.003 -.221

This game allows me to show my skills

.095 .077 .726 .246 .127 -.176 -.015 -.116

Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization. a. Rotation converged in 22 iterations.

 

Page 82: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  D-­‐11  

Appendix  D    

Communalities Initial Extraction I enjoy the music in this game

1.000 .798

The look and feel of this game is something I enjoy

1.000 .560

I enjoy the graphics in this game

1.000 .528

I enjoy the pace of this game

1.000 .364

When I play this game I get excited

1.000 .691

I have fun playing this game

1.000 .666

Playing this game makes me feel good

1.000 .570

I feel relaxed when I play this game

1.000 .653

Playing this game helps me to meet like-minded people

1.000 .680

I like competing against other players

1.000 .657

I enjoy playing in teams/groups

1.000 .604

I feel I'm part of a wide social group when I play this game

1.000 .649

I like that this game has different features compared to other games

1.000 .726

I like that one needs to figure out how the game works

1.000 .647

I like the amount of practice it takes to master this game

1.000 .652

I learned new things playing this game

1.000 .711

Page 83: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  D-­‐12  

This game challenges me intellectually

1.000 .730

This game is reasonably priced

1.000 .743

This game offers value for money compared to previous experiences

1.000 .816

This game is value for money compared to other similar games

1.000 .767

The choice of purchasing this game is a right decision when price and other expenses and effort are considered

1.000 .707

This game reflects my personality

1.000 .649

I've associated this game with pleasant memories

1.000 .605

This game means a lot to me

1.000 .686

The way I play this game shows my competitive side

1.000 .691

This game allows me to show my skills

1.000 .650

Extraction Method: Principal Component Analysis.

Page 84: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  E-­‐13  

Appendix  E  

KMO and Bartlett's Test Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .773

Approx. Chi-Square 1367.436 df 300 Bartlett's Test of Sphericity Sig. .000

Communalities Initial Extraction I enjoy the music in this game

1.000 .787

The look and feel of this game is something I enjoy

1.000 .524

I enjoy the graphics in this game

1.000 .509

When I play this game I get excited

1.000 .694

I have fun playing this game

1.000 .756

Playing this game makes me feel good

1.000 .575

I feel relaxed when I play this game

1.000 .735

Playing this game helps me to meet like-minded people

1.000 .690

I like competing against other players

1.000 .667

I enjoy playing in teams/groups

1.000 .613

I feel I'm part of a wide social group when I play this game

1.000 .662

I like that this game has different features compared to other games

1.000 .724

I like that one needs to figure out how the game works

1.000 .648

Page 85: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  E-­‐14  

I like the amount of practice it takes to master this game

1.000 .643

I learned new things playing this game

1.000 .708

This game challenges me intellectually

1.000 .736

This game is reasonably priced

1.000 .742

This game offers value for money compared to previous experiences

1.000 .816

This game is value for money compared to other similar games

1.000 .768

The choice of purchasing this game is a right decision when price and other expenses and effort are considered

1.000 .705

This game reflects my personality

1.000 .665

I've associated this game with pleasant memories

1.000 .606

This game means a lot to me

1.000 .675

The way I play this game shows my competitive side

1.000 .701

This game allows me to show my skills

1.000 .655

Extraction Method: Principal Component Analysis.

Page 86: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  E-­‐15  

Page 87: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  E-­‐16  

Rotated Component Matrixa Component

1 2 3 4 5 6 7 I enjoy the music in this game

.253 .127 .812 -.202

The look and feel of this game is something I enjoy

.196 .258 .317 .353 .427

I enjoy the graphics in this game

-.104 .206 -.130 .182 .612 .176

When I play this game I get excited

.175 .200 .761 .162

I have fun playing this game

.140 .853

Playing this game makes me feel good

.222 .158 .629 .100 .303

I feel relaxed when I play this game

.145 .219 .811

Playing this game helps me to meet like-minded people

.247 .210 .731 .201

I like competing against other players

.120 .778 .152 -.147

I enjoy playing in teams/groups

.702 .307 -.117

I feel I'm part of a wide social group when I play this game

.793

I like that this game has different features compared to other games

.818 .191

I like that one needs to figure out how the game works

.761 .113 .165 -.142

I like the amount of practice it takes to master this game

.725 .140 -.221 -.179

I learned new things playing this game

.825

This game challenges me intellectually

.816 .189 .149

Page 88: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  E-­‐17  

This game is reasonably priced

.855

This game offers value for money compared to previous experiences

.886 .101

This game is value for money compared to other similar games

.867 .118

The choice of purchasing this game is a right decision when price and other expenses and effort are considered

.810 .156 .112

This game reflects my personality

.184 .215 .655 .117 .168 .325

I've associated this game with pleasant memories

.727 .177 .132 .123

This game means a lot to me

.219 .720 .159 .261 .122

The way I play this game shows my competitive side

-.106 .124 .637 .310 .133 -.332 -.209

This game allows me to show my skills

.107 .732 .243 .127 -.136

Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization. a. Rotation converged in 6 iterations.

Page 89: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  F-­‐18  

Appendix  F    

Reliability Statistics Symbolic/Expressive Value

Cronbach's Alpha

N of Items

.800 5

Reliability Statistics Cost/Sacrifice Value

Cronbach's Alpha

N of Items

.890 4

Reliability Statistics Epistemic value

Cronbach's Alpha

N of Items

.857 5

Reliability Statistics Social/Relational Value Cronbach's

Alpha N of Items

.782 4

Reliability Statistics Emotional Value

Cronbach's Alpha

N of Items

.751 3

Page 90: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  F-­‐19  

Reliability Statistics

Sensory Value Cronbach's

Alpha N of Items

.531 3

Item-Total Statistics Scale Mean if

Item Deleted Scale Variance if Item Deleted

Corrected Item-Total Correlation

Cronbach's Alpha if Item

Deleted I enjoy the music in this game

8.39 1.353 .425 .305

The look and feel of this game is something I enjoy

7.37 2.220 .364 .410

I enjoy the graphics in this game

7.48 2.496 .287 .517

Page 91: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  G-­‐20  

Appendix  G    

Coefficientsa Standardized Coefficients

Collinearity Statistics Model

Beta

t Sig.

Tolerance VIF (Constant) 19.105 .000

Symbolic/expressive

.166 1.774 .079 .652 1.534

Cost sacrifice .306 3.854 .000 .903 1.108 Epistemic -.016 -.198 .843 .915 1.093 Social/Relational .007 .089 .929 .840 1.191 Emotional .246 2.778 .006 .726 1.377 Sensory .048 .568 .571 .790 1.266

I feel relaxed when I play this game

.026 .322 .748 .894 1.118

a. Dependent Variable: Overall, how would you rate the value this game holds?

 

 

 

 

 

ANOVAa Model Sum of

Squares df Mean Square F Sig.

Regression 19.164 7 2.738 7.397 .000b Residual 45.896 124 .370 1 Total 65.061 131

Page 92: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  G-­‐21  

 

Correlation  between  Overall  Value  and  individual  factors  

 

 

 

 

 

 

 

 

 

 

 

 

 

Page 93: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  H-­‐22  

 

Appendix  H  

Test of Homogeneity of Variances Overall Value across playtime

Levene Statistic

df1 df2 Sig.

8.870 4 127 .000

ANOVA Overall Value across playtime Sum of

Squares df Mean Square F Sig.

Between Groups 36.912 4 9.228 12.457 .000 Within Groups 94.081 127 .741 Total 130.992 131

 

 

 

Robust Tests of Equality of Means Overall Value across playtime Statistica df1 df2 Sig. Brown-Forsythe 22.776 4 75.603 .000

Page 94: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  I-­‐23  

Appendix  I  

Test of Homogeneity of Variances Cost/Sacrifice Value across playtime

Levene Statistic

df1 df2 Sig.

.956 4 127 .434

ANOVA Cost/Sacrifice Value across playtime Sum of

Squares df Mean Square F Sig.

Between Groups 24.436 4 6.109 9.533 .000 Within Groups 81.384 127 .641 Total 105.819 131

 

 

 

Page 95: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  J-­‐24  

Appendix  J  

Test of Homogeneity of Variances Emotional Value across playtime

Levene Statistic

df1 df2 Sig.

3.039 4 127 .020

ANOVA Emotional Value across playtime Sum of

Squares df Mean Square F Sig.

Between Groups 19.963 4 4.991 10.316 .000 Within Groups 61.439 127 .484 Total 81.402 131

Robust Tests of Equality of Means Emotional Value across playtime Statistica df1 df2 Sig. Brown-Forsythe 14.649 4 73.322 .000 a. Asymptotically F distributed.

Page 96: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  J-­‐25  

Page 97: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  K-­‐26  

Appendix  K  

Test of Homogeneity of Variances Cost/Sacrifice Value across game genres

Levene Statistic

df1 df2 Sig.

.572 8 123 .799

ANOVA Cost/Sacrifice Value across game genres Sum of

Squares df Mean Square F Sig.

Between Groups 36.749 8 4.594 6.714 .000 Within Groups 84.158 123 .684 Total 120.907 131

 

 

Page 98: Voulgaris, Aristeidis (2012) MEASURING VALUE IN THE VIDEO …eprints.nottingham.ac.uk/26206/1/1st_page.pdf · 2017-10-14 · ! 1!! CHAPTER1 INTRODUCTION! 1.1 Researchobjectives! The!aimof!this!research!is!to!identify!a!multidimensional!measurement!of!

  K-­‐27